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  CLASS PACK 2 
                                                              Middle Finger of Vecna  
  
   
   
  Bard Colleges 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of Battledancing 
  Graceful, exotic, and lethal, the rare bards who commit to 
  learning battledancing are nimble combatants, revered in 
  legend. Their motions appear to be as random as they are 
  agile, but those are the steps of a lethal dance played out 
  according to their own rhythm. It is a beautiful dance of 
  predator and prey, of whirling blades and hapless victim. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency with the scimitar. 
  Additionally, you gain proficiency in Performance. If you 
  are already proficient in this skill you may choose another 
  skill proficiency from among those bards can choose at 1st 
  level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dervish Dance 
  Beginning when you select this college at 3rd level, you 
  may enter a Dervish Dance as a bonus action by expending 
  a Bardic Inspiration die. Your Dervish Dance lasts a 
  number of rounds equal to the amount rolled on the die + 1. 
  You can't perform a dervish dance in medium or heavy 
  armor or while carrying a shield. During your Dervish 
  Dance, your armor class increases by 2 and enemies have 
  disadvantage on opportunity attacks against you. You must 
  move at least 10 feet on each on your turns to continue 
  Dervish Dancing, otherwise you stop when you end your 
  turn. 
       When you take an Attack action while you are Dervish 
  Dancing, you may make a melee attack against any number 
  of creatures within 5 feet of you, with a separate attack roll 
  for each target.  
  Parry 
  At 6th level, when another creature damages you with a 
  melee attack, you can use your reaction and expend one 
  Bardic Inspiration die to reduce the damage by the number 
  you roll on your Bardic Inspiration die + your Dexterity 
  modifier. 
  Thousand Cuts 
  At 14th level, as an action while you are Dervish Dancing, 
  you can attack a single creature numerous times in a flash 
  of blades. You suffer a -1 penalty on your attack for each 
  time you successfully hit. You may continue to attack until 
  you miss, to a maximum of 6 attacks. After using this 
  ability, you must complete a short or long rest before using 
  it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Primal Paths 
  Rage burns in every barbarian’s heart, a 
  furnace that drives him or her toward 
  greatness. Different barbarians attribute 
  their rage to different sources, however. For 
  some, it is an internal reservoir where pain, 
  grief, and anger are forged into a fury hard 
  as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal. 
   
   
   
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  Path of the Colossus 
  The Colossus, known to most as a War Hulk, is a creature 
  of the front-lines, swinging massive weapons and sweeping 
  away smaller combatants in their fury. To a War Hulk, 
  strength is the only attribute that matters: Cunning is for the 
  weak. Faith is for the weak. Speed is for the weak. Victory 
  and conquest is for the strong alone. This Path is a favorite 
  of Goliaths and Giants, who step easily into crushing 
  smaller opponents. 
  No Time to Think 
  When you select this path at 3rd level, strength comes 
  above all else. At 3rd, 6th, 10th, and 14th level, your 
  Strength score increases by 1. Your maximum for this score 
  is 24. At 20th level, you Strength score and its maximum 
  becomes 28. However, your great physical might comes at 
  the expense of mental fortitude. As such you suffer 
  disadvantage on Intelligence, Wisdom, and Charisma 
  saving throws. 
  Great Swing 
  At 6th level, you may attack up to three creatures which are 
  adjacent to each other and adjacent to you when you make 
  an attack action on your turn. Make a single attack roll, and 
  compare that roll against each creature's armor class. If you 
  choose to Great Swing, you may not use Extra Attack for 
  this attack action. 
  Rock Throwing 
  At 10th level, you are proficient in throwing large rocks. 
  The large rocks are a heavy thrown weapon which does 2d8 
  damage and targets one creature with a range of 30/60 feet. 
  This rock must be around 30 pounds. 
  Massive Swing 
  By 14th level, you may attack as many creatures as are 
  adjacent to you with a single attack action. Make a single 
  attack roll, and compare that roll against each creature's 
  armor class. You may only use Extra Attack against one of 
  these targets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Entropy Domain 
  Entropy, the end of all things, the return to chaos.  Those 
  who follow deities of this domain - such as Tharizdun, 
  Chaos, and The Shadow - are rarely anything other than 
  evil and want all things to return to the chaos in which all 
  things originated. 
  ENTROPY DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  bane, witch bolt 
  3rd 
  blur, gentle repose 
  5th 
  bestow curse, haste 
  7th 
  fabricate, Otiluke’s resilient sphere  
  9th 
  cloudkill, wall of force 
   
  Bonus Proficiencies 
  When you choose this domain at 1st level, you gain 
  proficiency in martial weapons. 
  Size 
  While the Path of the War Hulk can be taken by 
  members of any race, the DM should limit access to this 
  path to races of appropriate size. Gnomes and halflings, 
  for example, are poorly suited to throwing boulders, but 
  Goliaths and Minotaurs are well suited to the task. 
   
   
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  Entropic Touch 
  At 2nd level, your touch can increase entropy and wither 
  the life from living things. Make a melee spell attack 
  against a creature within your reach. On a hit, that creature 
  takes 1d6 force damage. If one of these dice rolls a 6, roll 
  an additional d6, rolling again if this die rolls a 6, and so 
  on, to a maximum of 4d6 damage for the entire attack. This 
  attack's damage increases by 1d6 and its maximum damage 
  increases 2d6 when you reach 5th level (2d6 / 6d6), 11th 
  level (3d6 / 8d6), and 17th level (4d6 / 10d6). 
  Channel Divinity: Distortion Field 
  At 2nd level, you can use your Channel Divinity to increase 
  or accelerate or decelerate entropy in a region of space. As 
  an action, choose a 10-foot radius sphere that you can see 
  within 30 feet. For 1d6 rounds, while you concentrate on 
  this effect, when a creature enters the affected area for the 
  first time on a turn or starts its turn there, the creature takes 
  2d6 necrotic damage. Alternatively, you can instead heal 
  each creature in this region 2d6 hit points once at the time 
  of casting. 
  Channel Divinity: Return to Entropy 
  At 6th level, you learn to use your Channel Divinity to 
  repair or destroy objects. As an action, you may repair or 
  damage one unattended non-magical object which has an 
  area in cubic feet less than five times your Cleric level. 
  Objects heal or take 8d8 force damage from this effect. 
  Divine Strike 
  By 8th level, you gain the ability to infuse your strikes with 
  divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to 
  deal an additional 1d8 force damage. At 14th level this 
  increases to 2d8. 
  Sphere of Annihilation 
  By 17th level, you can create a pocket of pure entropy so 
  energetic that it forms a hole in the multiverse, a sphere of 
  annihilation. This sphere is less stable than a normal sphere 
  of annihilation and as such behaves differently. Your 
  sphere is a 2-foot diameter black sphere that appears in 
  your square and vanishes after one minute. Non-magical 
  items that are wholly engulfed by the sphere are obliterated. 
  Anything over than a magic item that touches the sphere 
  but isn't wholly engulfed by it takes 4d10 force damage. 
       You may move the sphere 15 feet in any direction as a 
  bonus action. If the sphere enters a space a creature 
  occupies, the creature must make a Dexterity saving throw 
  or be touched by it, taking 4d10 force damage. If a creature 
  is killed by this damage, its body is disintegrated, its soul is 
  consumed, and may only be restored to life with a wish 
  spell. After you create a sphere of annihilation, you may 
  not create another one until you complete a long rest. 
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid.  
  Circle of Concrete 
  Druids who join the Circle of Concrete don't make their 
  home in pristine forests or majestic mountains, but in the 
  Cities. Scrounging for scraps and sleeping in alleys have 
  made them experts in surviving in the heart of a metropolis 
  without a silver to their names. These druids are defenders 
  of the downtrodden and avengers of the weak, living 
  among the poor and stepping up when they need a 
  champion most. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Bonus Proficiencies 
  Beginning when you select this archetype at 2nd level, you 
  are now capable of using and are proficient in wearing 
  armor and using shields made of metal. 
  Streettalk 
  At 2nd level, you learn to speak like a long time urbanite. 
  You gain advantage on Intelligence (Investigation) checks 
  to learn about a person or location in a city. In addition, you 
  have advantage on Charisma (Persuasion) checks made to 
  haggle the price of goods and Charisma (Deception) checks 
  made to lie to authorities. Finally, you know Thieves’ Cant. 
  Streetwalk 
  At 2nd level, moving through nonmagical difficult terrain 
  costs you no extra movement. You can also pass through 
  crowds without being slowed by them, and have advantage 
  on Dexterity (Hide) checks in crowds. Finally, you can 
  scale buildings as few can; climbing no longer costs you 
  extra movement and you gain advantage on Strength 
  (Athletics) checks made to scale walls. 
  Urban Shape 
  At 6th level, you can emulate the forms of some constructs. 
  You can take the form of a Flying Sword when you use 
  Wild Shape. At 8th level, you can choose the form of an 
  Animated Armor, at 10th level the form of a Helmed 
  Horror, and at 14th level a Shield Guardian. Additionally, 
  you have become adept at blending into crowds and can 
  cast disguise self at will without expending a spell slot. 
  Streetwise 
  By 10th level, you are immune to the blights and dangers of 
  the city. You are immune to disease and to being poisoned 
  and have resistance on poison damage. Additionally, you 
  have become wary to the dangers of the streets and can't be 
  surprised while you are conscious. 
  Passwall 
  By 14th level, you now no longer need to scale the walls of 
  the city to traverse it. You may cast passwall or dimension 
  door without using a spell slot. After you cast either of 
  these spells, you must complete a short or long rest before 
  casting one again. 
   
   
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Weaponsmith 
  The weaponsmith is a warrior who is adept at creating and 
  repairing arms and armor, as well as fighting with exotic 
  and rare weapons. Those who study the art of smithing 
  often customize their own weapons to be more effective in 
  combat, and many of them trade weapon designs amongst 
  themselves. The greatest weaponsmiths use intelligence 
  and wit to invent new, experimental weapons with which to 
  kill more creatively and more efficiently. 
  Smith Journeyman 
  When you select this archetype at 3rd level, you gain 
  proficiency with Smith’s tools. 
  Exotic Crafting 
  Starting at 3rd level, your experience with forging and 
  carving blades, bows, and other arms allows you to create 
  unique and custom weapons. Using the crafting rules 
  provided in the Player's Handbook, you may create a 
  weapon for which you have the prerequisites from the 
  Custom Weapons list in Appendix A. You are proficient 
  with such weapons. 
  Jury-Rigging 
  At 7th level, you have become adept at quickly creating 
  makeshift weapons to suit your needs. If you are in a 
  suitable environment, you can spend one hour to make a 
  number of simple weapons equal to your proficiency bonus 
  provided you have the wood, stone, and other natural 
  materials required. 
   
   
   
   
   
   
   
   
   
   
   
   
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  Sundering Strike 
  Starting at 10th level, you can use your knowledge of the 
  weak points of weapons and armor to strike and render 
  them useless. As an action on your turn, you may make a 
  single melee attack with disadvantage against an enemy, 
  targeting their weapon or armor and attempting to sunder it. 
  This attack cannot be made with a wooden weapon. A 
  weapon has 10 hit points and armor has hit points equal to 
  its wearer's Armor Class. Weapons reduced to 0 hit points 
  break and become unusable, and armor reduced to 0 hit 
  points offers no Armor Class bonus. 
  Master Craftsman 
  At 15th level, you have learned the secrets of forging 
  adamantine and mithral weapons and armor. For an 
  additional 500 gp to the crafting cost, you may craft a 
  weapon or armor set from one of these materials. 
  Adamantine weapons ignore resistance to their damage 
  type, deal an extra 1d4 damage of the same type, and are 
  unbreakable. Mithral weapons have the finesse property 
  and weigh half as much as normal, and one-handed or 
  versatile mithral weapons also have the light property. See 
  the Dungeon Master's Guide for rules on adamantine and 
  mithral armor. 
  Ultimate Weapon 
  At 18th level, you have created a masterpiece: an ultimate 
  weapon that fits your fighting style perfectly. This weapon 
  represents the mastery of your craft and the perfect synergy 
  between warrior and weapon. The specific appearance of 
  your ultimate weapon is your choice, but all ultimate 
  weapons fit one of several archetypes. You may select from 
  the following: Ultimate Blade, Ultimate Bow, or Ultimate 
  Cudgel. Statistics and descriptions of each of these appear 
  under the Ultimate Weapons list below. 
  Monastic Traditions 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Swordsage 
  A master of martial maneuvers, the Swordsage is a physical 
  adept — a blade wizard whose knowledge of the Sublime 
  Way lets her unlock blinding speed and spiritual 
  transcendence. Unlike other monks, the Swordsage trains 
  with his weapon as well as his martial arts, practicing 
  relentless discipline to hone her skills and perfect her 
  combat maneuvers. The Masters of the Sublime way are a 
  blur of deadly strikes on the battlefield, evidence of years 
  of intensive training and meditation. 
  Bonus Proficiencies 
  When you choose this path at 3rd level, you gain 
  proficiency in martial weapons that do not have the Heavy 
  property. Martial weapons are also treated as monk 
  weapons for the purposes of monk class features. 
  Combat Discipline 
  Beginning at 3rd level, your training and discipline have 
  taught you to channel your Ki into deadly combat 
  maneuvers. 
       Maneuvers. You can prepare five maneuvers of your 
  choice, which are detailed under “Maneuvers” in the 
  Fighter class description. You may reselect these 
  maneuvers each time you complete a long rest. You learn 
  to prepare two additional maneuvers of your choice at 6th, 
  11th, and 17th level. 
       Many maneuvers enhance an attack in some way. You 
  can use only one maneuver per attack. Once you have used 
  a prepared maneuver it becomes unprepared and you may 
  not use it again until you complete short or long rest. You 
  may, however, use your action to meditate on a single 
  maneuver to prepare it again. 
       Superiority Dice. Your superiority dice begin as d4s, 
  and change as shown in the Martial Arts column of the 
  Monk table. When you elect to use a maneuver, you may 
  use a superiority die by expending 1 Ki point. 
       Saving Throws. When one of your maneuvers requires 
  your target to make a saving throw to resist the maneuver’s 
  effects, use your Ki save DC. 
  Quick to Act 
  By 6th level, you are exceptionally quick to act, and have 
  advantage on initiative rolls. 
  Mystic Jaunt 
  At 11th level, you can strike an enemy within the span of a 
  moment. As a bonus action, you can spend 2 Ki points to 
  teleport up to 60 feet to a space that you can see adjacent to 
  an enemy. You then have advantage on the first attack you 
  make before the end of your turn. 
  Sublime Way 
  By 17th level, you have mastered the Sublime Way and can 
  strike with perfect form. You may now use two different 
  maneuvers on a single attack, expending Ki points 
  separately for each 
   
   
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  Sacred Oaths 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of Heresy 
  You have seen the truth. The great prophets of history are 
  false, and their clerics have been deceived; the gods are not 
  what we thought they were. Your great revelation was a 
  crystallizing moment, fulfilled by your oath. You will 
  spread the truth with your voice to whoever has ears to 
  listen, and where that does not dispel the lies, your sword 
  might dispense its own truth. 
  Tenets of Heresy 
  Heretics are forged in fire and live by different creeds, but 
  they universally share the following beliefs. 
       The gods are a lie. Your revelation has shown you this 
  that the gods as people know them do not exist, and you 
  may never again accept a religion founded upon them. 
       Their prophets are false. Prophets of false gods, 
  including their clerics, paladins, and priests, shall be shown 
  the truth. If they continue to spread their lies, they shall be 
  put to death and their temples destroyed. 
       Steal from the gods. You can siphon off the power of 
  the gods, using it to cast your own 'divine' magic, 
  weakening the gods in the process. 
       Reveal the Truth. Your message will never accepted 
  easily, for people hold strongly to their beliefs. You must 
  make them see the truth. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  command, hex 
  5th 
  enthrall, hold person 
  9th 
  fear, vampiric touch 
  13th 
  compulsion, dominate beast 
  17th 
  dominate person, hold monster 
   
   
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Blaspheme. You speak words of heresy, profound 
  statements which shake the room. Each unfriendly creature 
  within 30 feet must make a Charisma saving throw. On a 
  failed save, the creature is unable to magically regain hit 
  points for 24 hours.  
       Burn Effigy. You can immolate your foes as an effigy 
  of the gods. Choose a humanoid that you can see within 30 
  feet. The target must succeed on a Wisdom saving throw or 
  be paralyzed while you maintain concentration on this 
  effect, to a duration of 1 minute, and take 2d6 fire damage. 
  At the end of each of its turns, the target can make another 
  Wisdom saving throw. On a success, the effect ends for the 
  target. On a failure, the creature takes an additional 1d6 fire 
  damage. 
  Aura of Unbelief 
  At 7th level, your iconoclasm disempowers the servants of 
  the gods. You and all friendly creatures within 10 feet of 
  you have advantage on saves against divine spells, those 
  cast by clerics, paladins, druids, rangers, and other sources 
  the DM deems appropriate. 
       At 18th level, the range of this aura increases to 30 feet. 
  Ur Strike 
  Beginning at 15th level, you not only steal divine power 
  from the gods, you can leech it from mere mortals as well. 
  Once on each of your turns when you hit a creature with a 
  weapon attack, you can cause the attack to deal an extra 
  1d6 necrotic damage to the target and you regain hit points 
  equal to the amount of necrotic damage dealt. 
  Apostate 
  At 20th level, fully divorced from the will of the gods, you 
  can assume a form empowered by the influence of your 
  blasphemy, a minor apotheosis. You can transform into a 
  figure composed of dark, whirling energy as an action, 
  which lasts for 1 minute. While you are transformed, you 
  gain the following effects: 
  • You are immune to all divine spells and effects. 
  • When you make an attack, the creature you target 
  gains no bonus to armor class from its armor. 
  • Your Ur Strikes are empowered. Your Ur Strike deals 
  4d6 necrotic damage, and you regain hit points equal 
  to half the amount of necrotic damage dealt. 
   
   
  Nature of the gods 
  It is largely up to DM discretion as to the nature 
  of the truth you have learned about the gods. 
  Perhaps, they are merely powerful ascended 
  mortals, or perhaps they do not truly exist at all. 
   
   
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  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Arcane Archer 
  The Arcane Archers are a spectacle to behold, as skilled 
  with a bow and arrow as they are with magic. Called bow 
  arcanists and mage marksmen, such warriors are renowned 
  throughout the realms for their supernatural accuracy and 
  the devastating effects of their arcane arrows. Masters of 
  this technique are bowmen of legend, unleashing arrows 
  tipped with eldritch might to lay waste to entire legions of 
  enemies in mere seconds. 
  Arcane Initiate 
  Beginning at 3rd level you gain the ability to learn and cast 
  a number of arcane spells. Choose two evocation spells 
  from the Sorcerer spell list of a level for which you 
  have a spell slot available. The chosen spells count 
  as ranger spells for you but don’t count against the 
  number of ranger spells you know. However, 
  these spells may not be changed when you 
  gain a level in this class. At 7th, 11th, 
  and 15th levels, you learn an additional 
  two spells from the Sorcerer spell list. 
  Spells learned at 15th level may be from any school. 
  Spells learned from this feature can only be cast 
  with the Imbue Arrow feature. 
  Imbue Arrows 
  At 3rd level, you can imbue your arrows with magical 
  energies. As a bonus action you may imbue an arrow, 
  bolt, or other type of ammunition with a spell you 
  know of first level or higher, expending a spell slot and 
  spell components as though you cast the spell normally. 
  You may only imbue spells with a duration of 
  instantaneous. You also may imbue an arrow with pure 
  arcane energy, expending no spell slot, but allowing this 
  arrow to deal an additional 1d6 force damage on a hit. This 
  ammunition remains imbued so long as you maintain 
  concentration on it. 
       When making an attack with one of these projectiles, 
  treat it as a normal attack. If the attack successfully hits a 
  creature, the spell is cast centered on your target or 
  targeting only the creature hit by the arrow, as appropriate. 
  Spells requiring spell attacks automatically hit, since the 
  arrow has already struck the target. Line and cone spells are 
  cast in the direction the arrow flew to strike the target. 
   
   
  Arcane Intuiton 
  By 10th level, you have become intuitively aware of all 
  magic auras. After you have been in the presence of a 
  magic aura for 1 minute, you can sense its presence, though 
  you cannot discern its origin or the school of magic to 
  which it belongs. 
  Seeking Arrows 
  At 11th level, your imbued arrows gain a limited ability to 
  seek their target. You may now apply your Wisdom 
  modifier as a bonus to hit with your imbued arrows. 
  Greater Imbue Arrows 
  At 15th level, you may now imbue two arrows 
  instead of one as a bonus action, expending 
  spell slots for each separately, and concentrate 
  on two imbued arrows at once. 
   
   
   
   
   
   
   
   
   
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  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Spellwarp Sniper 
  You are more accurate with rays of flame than an archer is 
  with his arrows, and twice as deadly. Not content to splash 
  around messy evocation magic to slay your foes, you have 
  learned to alter the form of your spells into exact rays of 
  lethal potential. Deadly and precise, you favor the methods 
  of a surgeon, meticulously eradicating your foes, rather 
  than the disorganized violence of a butcher. 
  Spellcasting 
  When you reach 3rd level, you gain the ability to cast 
  spells. See chapter 10 for the general rules of spellcasting 
  and chapter 11 for the wizard spell list. 
       Cantrips. You learn two cantrips: fire bolt and one 
  cantrip of your choice from the wizard spell list. You learn 
  another wizard cantrip of your choice at 10th level. 
       Spell Slots. The Arcane Trickster Spellcasting table 
  shows how many spell slots you have to cast your spells of 
  1st level and higher. To cast one of these spells, you must 
  expend a slot of the spell's level or higher. You regain all 
  expended spell slots when you finish a long rest. 
       Spells Known of 1st-Level and Higher. You know 
  three 1st-level wizard spells of your choice, two of which 
  you must choose from the evocation and illusion spells on 
  the wizard spell list. The Spells Known column of the 
  Arcane Trickster Spellcasting table shows when 
  you learn more wizard spells of 1st 
  level or higher. 
   
   
   
   
   
   
   
   
   Each of these spells must be an evocation or illusion spell 
  of your choice, and must be of a level for which you have 
  spell slots. For instance, when you reach 7th level in this 
  class, you can learn one new spell of 1st or 2nd level. The 
  spells you learn at 8th, 14th, and 20th level can come from 
  any school of magic. Whenever you gain a level in this 
  class, you can replace one of the wizard spells you know 
  with another spell of your choice from the wizard spell list. 
  The new spell must be of a level for which you have spell 
  slots, and it must be an evocation or illusion spell, unless 
  you’re replacing the spell you gained at 8th, 14th, or 20th 
  level. 
          Spellcasting Ability. Intelligence is your spellcasting 
  ability for your wizard spells, since you learn your spells 
  through dedicated study and memorization. You use your 
  Intelligence whenever a spell refers to your spellcasting 
  ability. In addition, you use your Intelligence modifier 
  when setting the saving throw DC for a wizard spell you 
  cast and when making an attack roll with one. 
  Spell save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier 
  Raystrike 
  By 3rd level, you can make Sneak Attacks with ranged 
  spell attacks, in addition to finesse and ranged weapons, if 
  the spell deals damage to the target. You may apply half the 
  number of d6s listed on the Sneak Attack table to Sneak 
  Attacks used in this way. 
  Spellwarp 
  At 9th level, you can alter the form of certain spells as you 
  cast them. When you cast a spell of duration instantaneous 
  that affects an area, you may change that spell's range to a 
  single target with a range of 60 feet. All other effects of the 
  spell remain unchanged, but you must now make a ranged 
  spell attack to hit the targeted creature. If the spell requires 
  that the target makes a Dexterity saving throw, the creature 
  automatically fails this save. 
  Silent Spell 
  At 13th level, when you cast a spell, you can cast it without 
  any somatic or verbal components. After using this ability, 
  you cannot use it again until you complete a short or long 
  rest. 
  Ray Mastery 
  At 17th level, when you make a ranged spell attack, you 
  can deal maximum damage. After using this ability, you 
  must complete a long rest before using it again. 
   
   
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  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Oozemaster 
  Your innate magic stems from a long family line of Ooze 
  blood. For generations, the taint of Ooze blood has run in 
  your family, infecting some at birth and sparing others, 
  stemming from a well-documented but shadowy ancestor. 
  It's unclear what horrific experiment infused a monstrous 
  ooze or slime into his body so long ago, but some of his 
  scattered descendants are born to this day with a personal, 
  innate magic and bizarre physical characteristics. 
  Oozy Touch 
  Starting when you choose this origin at 1st level, you can 
  excrete slime with a touch. As an action, you can make a 
  touch range spell attack at a creature within 5 feet of you. 
  On a hit, the creature takes 1d6 acid damage. You can 
  expend 1 sorcery point make this touch rust metal, or rot 
  wood, up to a maximum of 10 cubic feet of material. You 
  have advantage on on Strength checks to break rusted metal 
  or rotten wood. This ability's damage increases by 1d6 
  when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6). 
  Indiscernible Anatomy 
  At 1st level, your placement and 
  composition of your internal organs is 
  bizarre. You take no additional damage 
  from critical hits. 
  Malleability 
  At 6th level, your body becomes 
  more fluid. You can shift your 
  features around and make 
  yourself look differently 
  while you maintain 
  concentration on the 
  change. You can seem 1 
  foot shorter or taller and can appear thin, fat, or 
  in between. You can’t change your body type, so 
  you must adopt a form that has the same basic 
  arrangement of limbs. Otherwise, the extent of 
  the physical change is up to you. 
       Additionally, you can expend 2 sorcery 
  points to compress your body enough 
  to squeeze through an inch-wide 
  crack. You cannot expand inside a 
  space that offers any resistance, such as an occupied suit of 
  armor. 
  Goopy Blood 
  By 14th level, your blood flows like a thick soup rather 
  than a normal liquid. As a reaction expending up to 5 
  sorcery points when you are attacked, you can reduce the 
  damage dealt by 3 times the number of sorcery points 
  expended, up to a maximum of the damage dealt. 
  One with the Ooze 
  At 18th level, your transformation into an ooze is complete. 
  You can polymorph, as per the spell, into any ooze without 
  expending a spell slot. After you use this ability, you 
  cannot use it again until you complete a short or long rest. 
  Otherworldly Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
        The Solar 
  You have made a pact with a Solar, 
  an exalted creature from on 
  high, a being of eternal grace 
  and splendor. Anointed in its 
  light, you have joined in its quest 
  to rid the world of the wicked and 
  protect the innocent from harm. 
       Only the most powerful 
  angels, short of truly divine beings, 
  are mighty enough to forge such a pact. 
  Additionally, the terms of this pact 
  differ from the zeal of a paladin or 
  cleric. Perhaps warlockhood is a means 
  to save your damned soul, or perhaps it 
  is to repay a debt owed to the gods. 
  Whatever the reason, you are 
  less the apostle, and more the 
  servant. 
   
   
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  The Solar Expanded Spells 
  Spell Level 
  Spells 
  1st 
  protection from evil and good, shield of faith 
  2nd 
  enhance ability, magic weapon 
  3rd 
  spirit guardians, daylight 
  4th 
  guardian of faith, death ward 
  5th 
  dispel evil and good, flame strike 
  Shield of Heaven 
  Starting at 1st level, when a friendly creature you can see 
  within 15 feet of you takes damage, you can use your 
  reaction to grant resistance to the damage inflicted, and you 
  also take the same amount of damage. 
  Light of Mending 
  At 6th level, you can petition the angels above to grant you 
  a hallowed light from Mt. Celestia. As an action, you can 
  cause your holy symbol to glow brightly, casting bright 
  light in a 20 foot radius, and dim light an additional 20 feet. 
  Friendly creatures within the bright light heal 2d4 + your 
  Charisma modifier. After you use this ability, you cannot 
  do so again until you complete a short or long rest. 
  Exalted Health 
  By 10th level, the forces of decay hold no sway over you, 
  and you have resistance to necrotic damage. Additionally, 
  you now no longer suffer any penalties for old age. 
  Saint’s Chains 
  At 14th level, you can pass judgement on a foe, entrapping 
  them in glowing, golden chains which spring from nearby 
  surfaces. As an action, choose a creature that you can see 
  within 60 feet of you. It must make a Wisdom saving throw 
  against your warlock spell save DC. On a failed save, the 
  target is incapacitated and can't move for a number of 
  rounds equal to your Charisma modifier, or until your 
  concentration is broken (as if you are concentrating on a 
  spell), as the chains hold its limbs to the ground. If the 
  target is a fiend or undead, it takes 2d8 radiant damage each 
  round it is held in this way. After you use this ability, you 
  cannot do so again until you complete a short or long rest. 
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Force Missile 
  Magic missile is a staple wizard spell, well-loved for its 
  versatility and stopping power. Your fondness for it, 
  however, borders on obsession. You focus your studies on 
  this spell, exploring every rune of the spell's secrets and 
  pressing its power to the limits, resulting in new 
  augmentations and variations on the spell. 
   
   
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  Bonus Missile 
  Beginning when you select this tradition at 2nd level, you 
  learn the spell magic missile, if you do not know it already. 
  Additionally, when you cast this spell, you fire 1 additional 
  dart, as if the spell was cast using a higher level spell slot. 
  The additional number of missiles increases by 1 at 6th 
  level (2 additional missiles), 10th level (3 additional 
  missiles), and 14th level (4 additional missiles). 
  Missile Magician 
  At 2nd level, you can cast magic missile a number of times 
  equal to your Intelligence modifier, or half your wizard 
  level, whichever is lower, without using a spell slot. You 
  regain all expended uses when you complete a long rest. 
       If you choose magic missile for the Spell Mastery 
  feature at 18th level, it is cast as if using a higher level spell 
  slot (5 additional missiles.) 
  Shield of Missiles 
  By 6th level, as an action expending one casting of magic 
  missile, you can cast your missiles around you in a tight 
  orbit, providing a deadly aegis from your foes. For 1 
  minute, your armor class equals 10 + the number of 
  missiles orbiting you, which begins as the number of 
  missiles fired, to a maximum of 8. Whenever an enemy 
  ends its turn adjacent to you, a single missile strikes it, 
  dealing damage as normal and decreasing the number of 
  missiles orbiting you, and also decreasing your bonus to 
  armor class. After using this ability, you may not use it 
  again until you complete a short or long rest. 
  Energy Missile 
  By 10th level you have become intimately attuned to the 
  energies that compose the spell magic missile and may alter 
  them in significant ways. During casting, you may change 
  the damage dealt by your magic missile to acid, cold, fire, 
  or lightning. 
  Overpowering Missile 
  By 14th level, your missiles become especially potent. 
  Your magic missile ignores resistance. If a creature is 
  immune to your magic missile, or is under the effect of the 
  shield spell, it is treated as only having resistance against it. 
       Additionally, your magic missile spell can deal 
  maximum damage. After doing this, you cannot do so again 
  until completing a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix A 
  Custom Weapons 
  A non-weaponsmith character may gain proficiency with 
  any of these weapons by taking the Weapon Master feat. 
  Any weapon selected from this list counts as two weapons 
  for the purposes of said feat, due to their rare and exotic 
  nature. 
     Armor Spikes. Armor spikes are small metal studs that 
  attach to armor and as such do not require you to hold 
  them. Armor equipped with spikes automatically deals 
  damage each turn to grappled creatures and creatures who 
  successfully grapple you. It also deals damage to the target 
  of a successful shove attack. 
     Auto Hammer. (Prerequisite: 15th level) Resembling a 
  long, heavy mace with a rounded, over-sized head, the 
  Auto Hammer is a brutal mechanized weapon. Thrusting 
  the head of the weapon at a creature triggers the head to 
  shoot forward and backward in rapid succession, perhaps 
  striking another time. Once per turn when you roll to attack 
  with the Auto Hammer, you can attack two additional 
  times. However, the bulky form and disorienting recoil of 
  this weapon makes is impossible to deal additional damage 
  from critical hits, though you still automatically hit as 
  normal. 
     Chain, spiked. The spiked chain is length of heavy metal 
  chain with spiked heads on either end. You may use a 
  bonus action on your turn to make an additional attack with 
  the other end of a spiked chain. 
     Chainsword. (Prerequisite: 15th level)The chainsword is 
  a complex weapon, roughly the same size and shape as a 
  longsword, which employs a clockwork mechanism to 
  drive a belt of blades around a wide, grooved blade. When 
  you hit a target with an attack using the chainsword, you 
  may use your bonus action to rev the blade, potentially 
  cutting deeper into the target. To do this, roll a d6. On a roll 
  of 6, the hit becomes a critical hit and deals extra damage 
  as a critical hit normally would. 
     Gauntlet, spiked. You may hold or otherwise manipulate 
  a weapon, shield, or other object with the same arm as this 
  gauntlet, though you may not attack with the gauntlet and 
  use an object or weapon held in that hand on the same turn. 
     Grapple Blade. (Prerequisite: 10th level) This small 
  blade resembles a bulky shortsword with a barbed piercing 
  blade attached to a length of thin chain and a long hilt. 
  When you take the Attack action on your turn, you may 
  press a button on the hilt as part of one of your attacks and 
  shoot the spring-loaded blade at a target no more than 20 
  feet away. If the attack hits, the target is impaled on the 
  blade's barbed tip and cannot move farther than 20 feet 
  away from you unless it uses its action to attempt to free 
  itself by making a DC 15 Strength (Athletics) check.  
  You may then use a bonus action to attempt to pull the 
  target toward you by making a Strength (Athletics) check 
  opposed by the target's Strength (Athletics) check. If you 
  succeed, the target is pulled into the nearest space adjacent 
  to you and knocked prone. After being used in this way, the 
  grapple blade is useless until you use an action to reel the 
  blade back in. 
     Hidden Blade. (Prerequisite: 7th level) Prized by 
  assassins, the hidden blade is a spring-loaded dagger that 
  straps onto the wrist. You have advantage on Dexterity 
  (Sleight of Hand) checks made to hide this weapon. If a 
  creature is unaware of the blade’s presence, you gain the 
  Sneak Attack feature on attacks with this weapon as a 
  Rogue of half your level and automatically gain advantage 
  on your first attack roll with it against that creature. 
     Hooked Swords. (Prerequisite: 7th level) This weapon is 
  actually a pair of matched blades which are similar in size 
  and weight to shortswords but with hooked ends. The 
  hooked swords can be linked together and swung to 
  increase damage to 1d10 and gain the reach property. When 
  not linked, they are treated as two separate weapons, and 
  therefore can be used with Two-Weapon Fighting. You 
  may also use the hooked ends to gain advantage on 
  attempts to disarm enemies, as well as on shove attacks. 
     Shield, sharpened. This weapon is simply a metal shield 
  whose edges have been sharpened to a bladelike edge. It 
  provides the normal benefits to Armor Class of an ordinary 
  shield. 
     Torchspear. (Prerequisite: 10th level) This long metal 
  pipe has an affixed canister on one end filled with a highly 
  combustible alchemical substance behind a maze of 
  regulators and valves. When ignited, the tip of this weapon 
  burns in a white-hot flame which casts bright light in a 30 
  foot radius and dim light for an additional 30 feet. 
     Crossbow, repeating. A repeating crossbow has a hopper 
  attached to its top which holds multiple bolts, as well as a 
  lever action to assist in rapid reloading. Unlike a standard 
  crossbow, the repeating crossbow does not have the loading 
  property. You can use a bonus action on your turn to make 
  an additional attack using this weapon. 
   
   
   
   
   
   
   
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     Flask Launcher. (Prerequisite: 7th level) The flask 
  launcher is a basic light crossbow design fitted with a 
  slotted tube along the top, designed to shoot tiny 4 ounce 
  vials instead of bolts. Vials of holy water, acid, oil, 
  alchemist's fire, poison, or any other substance may be shot 
  from a flask launcher. A launched vial shatters on impact 
  with a target, dealing 1d4 slashing damage in addition to 
  the effects of the vial's contents. A vial that misses its target 
  continues along its trajectory until stopped by an obstacle. 
  Depending on the firing angle, this may cause it to land and 
  break in the target's space or fly past, out to its maximum 
  range. 
     Greatbow. (Prerequisite: 10th level) The greatbow is a 
  marvel of engineering. It is an 8 foot long compound bow 
  which uses a system of pulleys to propel javelins with the 
  same amount of effort as the smaller longbow. An 
  opponent hit by such a projectile must make a Constitution 
  saving throw with a DC equal to the amount of damage you 
  roll for that hit, taking an additional 2d6 piercing damage 
  on a failed save. When not in use, the greatbow folds to a 
  less awkward length. Due to its large size, you have 
  disadvantage on Dexterity-based checks while carrying an 
  unfolded greatbow. If you have the Extra Attack feature, 
  you can’t make more than two attacks with this weapon. 
     Rail Gun. (Prerequisite: 15th level) The rail gun is a 
  small, man-portable ballista that shoots sharpened metal 
  rods at extremely high speeds. The rods pierce right 
  through multiple targets and continue flying, making them 
  extremely effective against enemies who tend to stand in 
  lines. It owes its sheer deadliness to a light enchantment put 
  on it, either by the creator or a hired mage. 
     As an action on your turn, you may shoot this weapon in 
  a 250 foot line originating from you in a direction you 
  choose. Each creature in the line must make a Dexterity 
  saving throw with a DC equal to 8 + your proficiency 
  bonus + your Dexterity modifier. A creature takes 4d8 
  piercing damage on a failed save and half as much on a 
  successful one. You may not make attack rolls with this 
  weapon. Projectiles for this weapon cost 5 sp each. 
   
   
   
   
   
   
   
   
   
  Ultimate Weapons 
  The weapons below all benefit from the properties of both 
  Adamantine and Mithral. These bonuses are already 
  factored into their statistics. 
     Ultimate Blade. (Prerequisite: 18th level) This longsword 
  or battleaxe (your choice) is composed of a 
  mithral/adamantine alloy, making it very light yet nearly 
  unbreakable. As a bonus action on your turn, you may 
  retract or extend the telescoping grip. While extended, the 
  weapon gains the reach property but must be held two-
  handed. You may elect to create this weapon with the 
  special abilities of any one custom melee weapon that deals 
  slashing damage, giving it the chainsword's biting blade, 
  the hooked sword's disarming ability (but not the second 
  blade or linking ability), or the sharpened shield's AC 
  bonus (the blade is very wide and shield-like in this case). 
     Ultimate Cudgel. (Prerequisite: 18th level) This mace, 
  flail, or warhammer (your choice) is composed of a 
  mithral/adamantine alloy with an ironwood handle, making 
  it very light yet nearly unbreakable. The head of the 
  weapon contains a clockwork kinetic accelerator, allowing 
  you to strike with great force, even with a weak swing. On 
  a critical hit with this weapon, you may reroll your damage 
  dice three additional times, instead of only one. 
     Ultimate Bow. (Prerequisite: 18th level) This bow is 
  constructed of mithral-reinforced ironwood, making it 
  sturdy yet flexible. The braided mithral string is connected 
  to a series of pulleys, making it even more powerful, and an 
  attached targeting spyglass allows pinpoint accuracy out to 
  a further range. On your turn, you may use a bonus action 
  to steady your shot, granting advantage on your next attack 
  using this weapon on that turn.    
   
   
   
   
   
   
   
   
   
   
   
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  Custom Weapons 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Melee Weapons 
   
   
   
   
     Armor Spikes 
  10 gp 
  1d6 piercing 
  5 lb. 
  Special 
     Auto Hammer 
  150 gp 
  2d6 bludgeoning 
  30 lb. 
  Heavy, special, two-handed 
     Chain, spiked 
  50 gp 
  2d4 piercing 
  10 lb. 
  Finesse, reach, special, two-handed 
     Chainsword 
  150 gp 
  1d12 slashing 
  10 lb. 
  Special, versatile (2d6) 
     Gauntlet, spiked 
  20 gp 
  1d6 piercing 
  1 lb. 
  Light, special 
     Grapple Blade 
  30 gp 
  1d8 piercing 
  6 lb. 
  Finesse, light, special 
     Hidden Blade 
  75 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
     Hooked Swords 
  15 gp 
  1d8 slashing 
  4 lb. 
  Finesse, two-handed, special 
     Shield, sharpened 
  10 gp 
  1d4 slashing 
  6 lb. 
  Finesse, light, special 
     Torchspear 
  50 gp 
  2d6 fire 
  3 lb. 
  Finesse, special, two-handed 
     Ultimate Blade 
  600 gp 
  1d10+1d4 slashing 
  8 lb. 
  Finesse, light, special, versatile (2d6+1d4) 
     Ultimate Cudgel 
  600 gp 
  2d6+1d4 bludgeoning 
  8 lb. 
  Finesse, light, special, versatile (3d6+1d4) 
  Ranged Weapons 
   
   
   
   
     Crossbow, repeating 
  50 gp 
  1d8 piercing 
  6 lb. 
  Ammunition (range 80/320), special, two-handed 
     Flask Launcher 
  40 gp 
  1d4 slashing 
  6 lb. 
  Ammunition (range 60/200), special, two-handed 
     Greatbow 
  150 gp 
  2d10 piercing 
  16 lb. 
  Ammunition (range 200/650), heavy, special, two-handed 
     Rail Gun 
  500 gp 
  4d8 piercing 
  40 lb. 
  Ammunition, heavy, loading, special, two-handed 
     Ultimate Bow 
  600 gp 
  2d6 piercing 
  3 lb. 
  Ammunition (range 300/600), special, two-handed 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Middle Finger of Vecna - Class Pack 2.pdf