TEXT: 2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  1/34
  Player Options for the Nine Realms
  Player Options for the Nine Realms
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  2/34
  Contents
  Contents
  2
  2
  5
  6
  7
  8
  9
  10
  12
  13
  14
  14
  14
  15
  15
  17
  17
  17
  17
  18
  18
  18
  19
  19
  20
  20
  21
  21
  21
  21
  22
  22
  22
  22
  23
  24
  24
  25
  25
  25
  26
  26
  26
  27
  27
  28
  29
  29
  29
  31
  31
  31
  31
  32
  33
  33
  Classes and Subclasses
  Classes and Subclasses
  Blood Mage
  Blood Mage ........................................................................
  Visceral Blade ................................................................................
  Hemokenetic ..................................................................................
  Hemotologist ..................................................................................
  Sanguine Skulker .........................................................................
  Blood Mage Spells ........................................................................
  The Awakened
  The Awakened ...............................................................
  Hunter
  Hunter ...................................................................................
  Generalist .....................................................................................
  Undead Tracker ..........................................................................
  Dragon Slayer .............................................................................
  Demon Hunter ............................................................................
  Collosus Slayer ...........................................................................
  Monstrosity Slayer .....................................................................
  Barbarian
  Barbarian ...........................................................................
  Path of the Ghost ........................................................................
  Bard
  Bard ..........................................................................................
  College of Waves .........................................................................
  Cleric
  Cleric .....................................................................................
  Thunder Cleric ............................................................................
  Strength Cleric ............................................................................
  Druid
  Druid .......................................................................................
  Circle of Flame ............................................................................
  Fighter
  Fighter ..................................................................................
  Weapon's Expert .........................................................................
  Monk
  Monk ........................................................................................
  Way of the Silver Arrow ............................................................
  Paladin
  Paladin ..................................................................................
  Oath of the Scholar ....................................................................
  Ranger
  Ranger ...................................................................................
  Mage Hunter ................................................................................
  Rogue
  Rogue ......................................................................................
  Combat Medic .............................................................................
  Ninja ..............................................................................................
  Sorcerer
  Sorcerer ..............................................................................
  Floramancer ................................................................................
  Warlock
  Warlock ...............................................................................
  The Blessing ................................................................................
  Eldritch Invocations ...................................................................
  Wizard
  Wizard ....................................................................................
  School of Chronomancy ...........................................................
  School of Cryomancy .................................................................
  School of Electromancy ............................................................
  School of Pyromancy .................................................................
  School of Terramancy ................................................................
  Spells
  Spells
  Spell Lists
  Spell Lists ............................................................................
  Spell Descriptions
  Spell Descriptions ......................................................
  Optional Combat Options
  Optional Combat Options
  Melee Options
  Melee Options ..............................................................
  Ranged Options
  Ranged Options ..........................................................
  Spelcasting Options
  Spelcasting Options ..............................................
  Co-operative Options
  Co-operative Options .........................................
  Races
  Races
  Fairy
  Fairy ..........................................................................................
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  3/34
  Blood Mage
  Blood Mage
  A young boy runs through a burning village, bandits at his
  heels. One of them swings at him, he barely stops the blade
  with his hand. The bandit takes another swing, the boy closes
  his eyes, kknowing his fate. Suddenly a bright flash... The boy
  opens his eyes, an arcane shield made of blood sprouting
  from his new wound, the bandits backing away in fear.
  A large half-orc walks towards a group of bandits, a
  unnerving calm across his face. The bandits unlease a volley
  of arrows, each finding purchase on the half-orc's body. His
  blood pours from his wounds, and flow up around his
  weapon. He swings his axe, unleashing a devastating wave of
  blood, that sunders the bandits.
  Whether they are unleashing devastating magic, raw fury,
  or sacrificing their own lifeforce for preternatural abilities,
  Blood Mages, are the embodiment of raw power. That power,
  focused through by a sharp mind, has lead to the rise of great
  heros, and terrifying villans.
  Made by the Blood
  Made by the Blood
  It is not certain how a Blood Mage gets their powers, some
  seem to come from completely mundane heritage, and even
  coupled Blood Mages have failed to produce offspring who
  show signs of the powers. This has lead many to speculate,
  that the arcane blood is granted by a more powerful entity.
  It seems that Blood Mages are a rare breed, as so few ever
  rise to even minute fame, but that is misleading, as many
  Blood Mages simply burn out their life forces before they can
  do something truly great, and many more still never realise
  their power exists. Whether or not this is true, one thing is
  certain, it is the blood, that makes this mage.
  Arcane Pulse
  Arcane Pulse
  A Blood Mage sees his life force as a means to an ends.
  Sacrificing it as needed to achieve his goals. One might spill
  her own blood, so that she could save a village, while another
  might attrophe his muscles slightly in order to make himself
  run faster. All this self damage, leads to Blood Mages
  developing above average resistances to many things, like
  poison and disease. But that isn't enough to stop some from
  going overboard.
  However, many Blood Mages don't know their limits, and
  as such will often overexert themselves to the point of death.
  Squeezing out one more spell, or pushing themselves just
  that extra bit further, and suddenly they drop... A candle that
  burns twice as bright, burns half as long.
  A Powerful Class
  A Powerful Class
  The Blood Mage, as many experienced DMs will likely see, is
  extremely powerful. This class shouldn't be usedd without
  explicit discussion with the DM, even if this PDF was given
  the ok, jsut in case.
  DMs, when considering whether or not you will allow this
  class, consider how much resting will be involved in the
  campaign. Due to this class' ability to spend HP and hit dice as
  a resource, excessive amounts of long rests will make this
  already powerful class, feel even more powerful. Additionally,
  be careful with alowwing this class to multiclass, as it was
  designed as a standalone class.
  Blood Mage
  Blood Mage
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  Cantrips
  Cantrips
  Known
  Known
  Spells
  Spells
  Known
  Known
  Blood
  Blood
  Points
  Points
  Max
  Max
  Spell
  Spell
  Level
  Level
  1st
  +2
  Spellcasting,
  Blood Magic
  2
  3
  4
  1st
  2nd
  +2
  Blood Focus
  2
  4
  6
  1st
  3rd
  +2
  ─
  2
  5
  14
  2nd
  4th
  +2
  ASI
  3
  6
  17
  2nd
  5th
  +3
  ─
  3
  7
  27
  3rd
  6th
  +3
  Blood Focus
  Ability
  3
  8
  32
  3rd
  7th
  +3
  ─
  3
  9
  38
  4th
  8th
  +3
  ASI
  3
  10
  44
  4th
  9th
  +4
  ─
  3
  11
  57
  5th
  10th
  +4
  Blood Focus
  Ability
  4
  12
  64
  5th
  11th
  +4
  ─
  4
  13
  73
  6th
  12th
  +4
  ASI
  4
  14
  73
  6th
  13th
  +5
  ─
  4
  15
  83
  7th
  14th
  +5
  Blood Focus
  Ability
  4
  16
  83
  7th
  15th
  +5
  ─
  4
  17
  83
  8th
  16th
  +5
  ASI
  4
  18
  83
  8th
  17th
  +6
  ─
  4
  19
  83
  9th
  18th
  +6
  Bloodied
  Resiliance
  4
  20
  83
  9th
  19th
  +6
  ASI
  4
  20
  83
  9th
  20th
  +6
  Master of
  Blood
  4
  20
  83
  9th
  3
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  4/34
  Class Features
  Class Features
  As a Blood Mage, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d8 per Blood Mage level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per Blood Mage level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor
  Weapons: Daggers, Shortswords, Longswords, Whips
  Tools: None
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Nature, Medicine, Investigation,
  History, Arcana, History, Acrobatics and athletics
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a longsword or (b) a shortsword and a whip
  two daggers
  leahther armor
  Spellcasting
  Spellcasting
  Insert Fluff here
  Cantrips
  Cantrips
  At first level, you know 2 cantrips of your choice from the
  Blood Mage spell list. You learn additional Blood Mage
  Cantrips of your choice at higher levels, as shown in the
  Cantrips Known column of the Blood Mage table.
  Spells Known of 1st Level and Higher
  Spells Known of 1st Level and Higher
  You know three spells of your choice from the Blood Mage
  spell list. You learn an additional spell each time you level up.
  The new spell can be any spell from the Blood Mage spell list
  or the extended spell list for your Blood Focus, for which you
  have spell slots for.
  Ritual Casting
  Ritual Casting
  You can cast a Blood Mage spell as a ritual if that spell has
  the ritual tag and you know the spell.
  Spellcasting Focus
  Spellcasting Focus
  As a Blood Mage, your body acts as an arcane focus. You still
  need to follow the usual rules for material components with a
  listed cost.
  Spellcasting Ability
  Spellcasting Ability
  Intelligence is your spellcasting ability for your Blood Mage
  spells, since your magic relies on your understanding of the
  arcane nature of your blood, and how to manipulate it. You
  use your Intelligence whenever a spells refers to your
  spellcasting ability.
  Spell save DC = 8 + your proficiency modifier + your
  intelligence modifier
  Spell attack modifier = your proficiency modifier + your
  intelligence modifier
  Blood Magic
  Blood Magic
  Your arcane blood can be used to greater extents when you
  tap into it more directly. You can spend blood points to create
  spell slots. In addition, To create a spell slot, you must spent a
  number of blood points equal to the amount specified on the
  chart. You must be able to use spells of the level you wish to
  create, and you can only cast spells you know. For example,
  to cast Fireball at level 4, you must know Fireball, and have a
  total caster level of at least 7. You may only create spells of
  level 6th or higher once each per long rest each using blood
  points.
  You regain all spent blood points at the end of a long rest.
  Spell Creation
  Spell Creation
  Spell Slot Level
  Spell Slot Level
  Blood Point Cost
  Blood Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  4th
  6
  5th
  7
  6th
  9
  7th
  10
  8th
  11
  9th
  13
  Blood Casting
  Blood Casting
  you can substiture hit points for blood points to create a spell
  slot, use the same chart as above, but multiple the cost by
  three. Temporary hit points can not be used for blood magic.
  You may not cast spells 8th level or higher using hit points.
  You may not spend more hit points than you have
  remaining. Hit points lost this way, can not be restored until
  the end of your turn.
  This feature can be used a number of times per long rest
  equal to your constitution modifier.
  Blood Focus
  Blood Focus
  When you reach 2nd level, you choose a blood focus, honing
  your blood for a specified task. You may choose to become a
  Visceral Blade, a Hemokenetic, a Hemotologist, or a
  Sanguine Skulker, all detailed at the end of the class
  description. Your choice grants you features at 2nd level, and
  again at 3rd, 6th, 10th, and 14th level.
  Ability Score Improvement
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two Ability Scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Bloodied Resiliance
  Bloodied Resiliance
  Starting at 18th level, you regain all your Blood Mage hit dice
  after a long rest, and half from any other classes you have.
  4
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  5/34
  Master of Blood
  Master of Blood
  Starting at 20th level, you can use your blood magic feature a
  number of times per long rest equal to two times your
  constitution modifier.
  Blood Focuses
  Blood Focuses
  Visceral Blade
  Visceral Blade
  Visceral Blades focus on close combat, using melee spells,
  cutting weapons, shields, and armor.
  A visceral blade, is a blood mage who has fallen to a state
  most taboo. Visceral Blades, rellish in their own pain, so
  much that they enter states that can only be described as a
  bloodlust. Despite the name, these bloodlust states, do not
  turn the Visceral Blades into mindless murder machines,
  rather into a focused force of destruction. When a Visceral
  Blade enters a bloodlust, he must sacrifice his natural
  healing ability, and the more he sacrifices, the more powerful
  his bloodlust makes him.
  Visceral Blade Expanded Spells
  Visceral Blade Expanded Spells
  Spell Level
  Spell Level
  Spells
  Spells
  1st
  Compelled Duel, Wrathful Smite**
  2nd
  Branding Smite**
  3rd
  Blinding Smite**
  4th
  Staggering Smite**
  5th
  Banishing Smite**
  6th
  Tenser's Transformation
  **deals poison damage instead
  Bonus Proficiency
  Bonus Proficiency
  When you choose this focus at 2nd level, you gain proficiency
  with medium armor, shields, and martial melee weapons
  Bloodlust
  Bloodlust
  Starting at 2nd level, you may spend a number of hit dice to
  enter a bloodlust as a bonus action. Add up the sum of the
  roll of each die used, and consult the below chart to see what
  effects you gain. While in a bloodlust, you are unable to
  concentrate or cast most spells, but may still cast from your
  expanded spell list.
  Roll
  Roll Bloodlust Effect
  Bloodlust Effect
  1+ Your spells and melee attacks deal +1 poison damage
  5+ Every time you are hit or use blood magic, your spells
  and melee attacks deal an additional 1 poison
  damage (up to a maximum of your constitution
  modifier)
  10+ You gain resistance to blugeoning, piercing, and
  slashing damage
  15+ Every time you are hit or use blood magic, your
  movement speed increases by 5ft (up to a maximum
  number of times equal your constitution modifier)
  20+ Any creature that hits you with a melee attack suffers
  1d6 poison damage
  Your bloodlust ends after 1 minute, if you are knocked
  unconscious, you can also end your bloodlust on your turn as
  a bonus action. You can use this feature twice per long rest.
  You gain an additional usage at 5th level and again at 10th,
  15th, and 20th.
  Extra Attack
  Extra Attack
  Beginning at 6th level, you can Attack twice, instead of once,
  whenever you take the Attack action on Your Turn.
  Visceral Strength
  Visceral Strength
  At 10th level, you learn to channel extra power into your
  muscless. Whenever you perform a strength check or saving
  throw, you may expend 1 hit die to add it's roll to your total
  roll.
  Investure of Blood
  Investure of Blood
  Starting at 14th level, once per long rest, you learn to
  transform your body into an avatar made of blood. When you
  transform, you may expend any number of hit dice available
  to you. Roll each one expended, you gain an amount of
  temporary hit points equal the total roll. When you first
  transform, every hostile creature that can see you, must make
  a wisdom saving throw or be frightened of you for 1 minute
  While in this form, you have every effect in the bloodlust
  table, you make all melee attacks with advantage, and you are
  immune to poison damage and the poisoned condition.
  5
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  6/34
  Hemokenetic
  Hemokenetic
  Hemokentics are blood mages who devoted all of their time
  to learning all they could about their arcane blood. They learn
  more than most deem comfortable, the smells of blood, the
  taste of blood, some might even confuse these abilities with a
  derranged form of necromancy if the Hemokenetic was not
  careful.
  A trained hemokenetic learns to control his blood in a way
  no other blood mages can, shaping it, altering it to the mages
  whims. While other blood mages might be trained in magic, a
  hemokenetic masters it, treating his life force as more of a
  tool or weapon.
  Hemokenetic Expanded Spells
  Hemokenetic Expanded Spells
  Spell
  Spell
  Level
  Level Spells
  Spells
  1st Tasha's Hideous Laughter, Hellish Rebuke**, Hex**
  2nd Heat Metal, Mind Spike, Suggestion
  3rd Summon Lesser Demons, Tidal Wave**
  4th Locate Creature, Conjure Minor Elementals,
  Summon Greater Demons
  5th Dominate Person, Geas, Danse Macabre, Infernal
  Calling, Conjure Elemental
  6th Arcane Gate, Circle of Death, Disintegrate, Eyebite,
  Mass Suggestion, Mental Prison, Move Earth,
  Otiluke's Freezing Sphere, Otto's Irresistible Dance,
  Programmed Illusion, Scatter, Soul Cage
  7th Fire Storm, Forcecage, Mirage Arcane, Plane Shift,
  Project Image, Reverse Gravity, Simulacrum,
  Symbol, Teleport
  8th Antimagic Field, Antipathy/Sympathy, Clone,
  Demiplane, Dominate Monster, Earthquake,
  Feeblemind, Illusory Dragon, Incendiary Cloud,
  Maze, Mind Blank, Telepathy, Tsunami**
  9th Gate, Mass Polymorph, Meteor Swarm, Prismatic
  Wall, Psychic Scream, Time Stop, True Polymorph,
  Wish
  **deals poison damage instead
  Blood Savant
  Blood Savant
  Starting at 2nd level, you have gained an unnerving
  familiarity with blood, you can smell emotion from living
  blood, and follow a trail of blood that is days old, by smell
  alone. You can also tell if two samples of blood are different
  by tasting them.
  You have advantage for any ability checks that involve
  smelling blood. For example, following a bloody trail, telling if
  someoone who is bleeding is lying, etc.
  Bloody Bolts
  Bloody Bolts
  When you choose this focus at 2nd level, you gain the ability
  to fire bolts of blood from your hands. As an action, you may
  expend 1hp to fire a Blood Bolt from your palm. The bolts
  have a range of 60/120, and deal 1d10 + intelligence modifier
  poison damage. You are considered proficient with these, and
  your attack roll modifier is intelligence. You may fire an
  additional bolt at 5th level, and again at 11th level and 17th
  level.
  Hemorrhagic Burst
  Hemorrhagic Burst
  Starting at 2nd level, you learn to channel your arcane more
  effectively. You may spend hit dice to create one of the below
  effects. Powers can be used multiple times for one casting.
  Power of the Blood - You may spend 1 hit die to increase
  the level of a spell you are casting by 1, up to a maximum
  level of 4. You do not need to have spell slots of that level.
  Ichorous Burst - You may spend one hit die to add poison
  damage to a spells damage equal to a roll of the hit die
  used. This must be added before any saves are made.
  Hemorrhagic Explosion - When you are cast a spell of
  1st level or higher with a range of melee or self, you may
  spend 1 hit die to cause poison damage to all creatures
  within 5ft of you equal to a roll of the hit die used.
  Sculpted Blood - you may spend 1 hit die to cause your
  spell to ignore a number of targets equal to a roll of the hit
  die used.
  Hemophobic - you may spend a number of hit dice to try
  give one creature disadvantage versus the spell being cast.
  If the combined roll off all the hit dice is greater than the
  creatures CR, they succumb to the Hemophobia and
  suffer disadvantage for the save. This counts as 1 burst
  per creature affected, not per die used. Each die can only
  be assigned to one creature.
  Using this ability causes 1 level of exhaustion if more than
  one burst is applied simultaniously.
  Hemophilia
  Hemophilia
  Starting at 6th level, you have learned to quicken your blood.
  Once per compbat, you may cast a spell of 3rd level or lower
  as a bonus action. doing so causes 5 necrotic damage to you
  per level of the spell cast. The spell cast must normally have a
  casting time of 1 action, and the spell must be cast using your
  blood casting feature.
  Using this feature does not stop you from casting a spell
  using your normal action.
  Blood Stone
  Blood Stone
  Starting at 10th level, you can create a Blood Stone during a
  long rest. Your blood stone allows you to cast a level 1 spell
  for free once per short rest. The spell must be selected when
  you create the blood stone. You can alter the spell your blood
  stone has stored in it by following the same process as
  creating one. You can only ever have one blood stone.
  Born of the Blood
  Born of the Blood
  Once you reach 14th level, you become more in tuned with
  your blood magic. You are able to create 6th level spells once
  more per long rest using blood points. In addition, your total
  number of blood points increases for each additional blood
  mage level you have beyond 14th. The total blood points
  available to you increases to 94 at 15th level, 107 at 17th
  level, 114 at 18th level, 123 at 19th level, and finally to 133 at
  20th level
  6
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  7/34
  Hemotologist
  Hemotologist
  Hemotologists, are Blood Mages who have devoted
  themselves to the preservation of life, albiet through very
  unusual means. They utilize their magic blood to heal and
  protect others.
  This mastery of their bloods healing nature, has allowed
  them to more quickly recover from injury. While not exactly
  sought out by the masses, an astute academic, would know
  that a Hemotologist is possibly one of the best places to go
  for medical attention.
  Hemotologist Expanded Spells
  Hemotologist Expanded Spells
  Spell
  Spell
  Level
  Level
  Spells
  Spells
  1st
  Healing Word, Bless, Cure Wounds
  2nd
  Aid, Gentle Repose, Lesser Restoration
  3rd
  Speak with Dead, Revivify, Life Transference,
  Remove Curse
  4th
  Death Ward, Aura of Life
  5th
  Greater Restoration, Mass Cure Wounds
  6th
  Forbiddance, Heal, Sunbeam
  7th
  Regenerate, Ressurection
  8th
  Antimagic Field, Control Weather, Sunburst
  9th
  Mass Heal, Power Word Heal
  Bonus Proficiency
  Bonus Proficiency
  When you choose this focus at 2nd level, you gain proficiency
  with the Herbalist's Kit, and in Medicine. If you already have
  proficiency with these, you may add double your proficiency
  bonus with them.
  Healing Ichor
  Healing Ichor
  When you reach 2nd level, you gain the ability to sacrifice
  your own life force to heal others. You may sacrifice your own
  hit points or hit dice to heal you allies. You may use one of the
  following effects once per short rest:
  You may sacrifice 1 hit points to heal one creature for 2hp.
  You may sacrifice an amount of hit points up to five times
  your Blood Mage level. You may divide this amoung any
  number of creature within 30ft of you
  You may scrifice hit dice to heal others around you. For
  each sacrificed hit die, you can heal one creature for an
  amount, equal to a roll of that die + your intelligence
  modifier. Each creature in range, may only be given one
  hit die to spend.
  This process takes 5 minutes, and can only be done once
  per long rest.
  Quick Clotter
  Quick Clotter
  Starting at 10th level, you gain the ability to use hit dice to
  heal yourself as an action. This can be done a number of
  times per long rest equal to your contsitution modifier
  Ichorous Ward
  Ichorous Ward
  At 14th level, you learn to create wards using your arcane
  blood. As an action, you may scrifice an amount of hit points
  up to twice your Blood Mage level to give a creature within 5
  feet a bloody ward. The ward has hit points equal to the
  amount sacrificed. If you sacrifice 15 or more hit points, the
  ward also gains resistance to poison damge. You may not
  heal the hit points sacrificed for the ward, until the ward has
  been destroyed. The ward is destroyed when all of it's hit
  points are used up, once 24 hours has passed, or if you
  dismiss it as a bonus action, whichever happens first. If you
  would be knocked unconscious while the ward on another
  creature, the ward is instead destroyed, and you drop to 1 hit
  point instead. You may only have one ward up at a time.
  7
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  8/34
  Sanguine Skulker
  Sanguine Skulker
  Sanguine Skulkers are blood mages who tend to lean
  towards nefarious goals. Utilizing their mastery of their blood
  and anatomy to deal lethal strikes. They increaseblood
  preasure in specific parts of their body in order to gain bursts
  of speed and agility.
  Sanguine Skulker Expanded Spells
  Sanguine Skulker Expanded Spells
  Spell
  Spell
  Level
  Level
  Spells
  Spells
  1st
  Ensnaring Strike, Hunter's Mark, Zephyr Strike
  2nd
  Barkskin, Pass without Trace, Cordon of Arrows,
  Knock
  3rd
  Flame Arrows**, Lightning Arrow, Nondetection
  4th
  Freedom of Movement
  5th
  Conjure Volley, Steel Wind Strike
  6th
  Wind Walk, Word of Recall
  **deals poison damage instead
  Bonus Proficiency
  Bonus Proficiency
  When you choose this focus at 2nd level, you gain proficiency
  with the shortbow, rapier, light crossbow, and in sneak. If you
  already have proficiency with sneak, you may add double your
  proficiency bonus with it.
  Femoral Slice
  Femoral Slice
  Starting at 2nd level, whenever you have advantage on a
  weapon attack using dexterity, you may 2d4 poison damage
  to the strike. This increases by 1d4 at 5th level, and again at
  8th, 11th, 14th, 17th, and 20th level. This feature may only be
  used once per turn.
  Pressurized Step
  Pressurized Step
  Starting at 1rd level, you are able to increase blood pressure
  at key locations around your body. Doing so gives you bursts
  of preternatural speed. As a bonus action on your turn, you
  can expend 1 hit point to dash, disengage, or dodge.
  Improved Pressurized Step
  Improved Pressurized Step
  Starting at 6th level, you gain the ability to quicken yourself in
  combat. You may expend one hit die at the start of combat to
  add that die's roll to your initiative modifier. In addition, as a
  reaction, you may expend one hit die, to add it's roll to any
  dexterity savings throw, or ability check.
  Envonmed Weapons
  Envonmed Weapons
  Starting at 10th level, as a bonus action, you may expend a hit
  die to apply your blood to one weapon or arrow. The blood
  causes an additional amount of poison damage equal to a roll
  of the hit die used. Any creature struck by the poison must
  make a constitution saving thow vs your spell DC. On a failed
  save, they suffer from the poisoned condition for 1 minute.
  The poison expires after a creature is hit, or one minute has
  passed, whichever happens first.
  Eviscerate
  Eviscerate
  When you reach 14th level, you've become a master of the
  Femoral slice. Whenever you score a critical hit, the target
  must make a constitution saving throw or take an additional
  4d4 damage poison. This does not double from the critical
  hit.
  8
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  9/34
  Blood Mage
  Blood Mage
  Cantrips (0 Level)
  Cantrips (0 Level)
  Acid Splash
  Blade Ward
  Chill Touch
  Control Flames
  Create Bonfire
  Dancing Lights
  Friends
  Frostbite
  Gust
  Infestation
  Light
  Mage Hand
  Mending
  Message
  Minor Illusion
  Mold Earth
  Poison Spray
  Primal Savagery
  Produce Flame
  Ray of Frost
  Shape Water
  Shocking Grasp
  Thaumaturgy
  Thunderclap
  Toll the Dead
  True Strike
  1st Level
  1st Level
  Absorb Elements
  Alarm
  Burning Hands
  Cause Fear
  Charm Person
  Chromatic Orb
  Color Spray
  Comprehend Languages
  Create or Destroy Water
  Detect Magic
  Detect Poison and Disease
  Disguise Self
  Dissonant Whispers
  Earth Tremor
  Expeditious Retreat
  Faerie Fire
  False Life
  Feather Fall
  Find Familiar
  Fog Cloud
  Grease
  Ice Knife
  Identify
  Illusory Script
  Inflict Wounds
  Jump
  Longstrider
  Mage Armor
  Magic Missile
  Purify Food and Drink
  Ray of Sickness
  Shield
  Silent Image
  Sleep
  Tenser's Floating Disk
  Thunderwave
  Unseen Servant
  Witch Bolt
  2nd Level
  2nd Level
  Aganazzar's Scorcher
  Alter Self
  Arcane Lock
  Blindness/Deafness
  Blur
  Calm Emotions
  Cloud of Daggers
  Continual Flame
  Darkness
  Darkvision
  Detect Thoughts
  Dust Devil
  Earthbind
  Enhance Ability
  Enlarge/Reduce
  Enthrall
  Flaming Sphere
  Hold Person
  Invisibility
  Levitate
  Locate Object
  Magic Mouth
  Maximilian's Earthen Grasp
  Melf's Acid Arrow
  Mirror Image
  Misty Step
  Nystul's Magic Aura
  Phantasmal Force
  Protection from Poison
  Pyrotechnics
  Ray of Enfeeblement
  Rope Trick
  Scorching Ray
  See Invisibility
  Shatter
  Skywrite
  Spider Climb
  Warding Wind
  Web
  3rd Level
  3rd Level
  Animate Dead
  Bestow Curse
  Blink
  Catnap
  Clairvoyance
  Counterspell
  Create Food and Water
  Daylight
  Dispel Magic
  Enemies Abound
  Erupting Earth
  Fear
  Feign Death
  Fly
  Gaseous Form
  Glyph of Warding
  Hypnotic Pattern
  Leomund's Tiny Hut
  Lightning Bolt
  Magic Circle
  Major Image
  Meld into Stone
  Melf's Minute Meteors
  Protection from Energy
  Sending
  Sleet Storm
  Slow
  Thunder Step
  Tiny Servant
  Tongues
  Vampiric Touch
  Wall of Sand
  Wall of Water
  Water Breathing
  Water Walk
  Wind Wall
  4th Level
  4th Level
  Arcane Eye
  Banishment
  Blight
  Charm Monster
  Compulsion
  Confusion
  Control Water
  Dimension Door
  Divination
  Dominate Beast
  Elemental Bane
  Fire Shield
  Greater Invisibility
  Hallucinatory Terrain
  Ice Storm
  Leomund's Secret Chest
  Otiluke's Resilient Sphere
  Phantasmal Killer
  Polymorph
  Shadow of Moil
  Sickening Radiance
  Storm Sphere
  Vitriolic Sphere
  Wall of Fire
  Watery Sphere
  5th Level
  5th Level
  Antilife Shell
  Bigby's Hand
  Circle of Power
  Cloudkill
  Commune
  Cone of Cold
  Contact Other Plane
  Contagion
  Control Winds
  Dawn
  Destructive Wave
  Dispel Evil and Good
  Enervation
  Far Step
  Hold Monster
  Immolation
  Legend Lore
  Maelstrom
  Modify Memory
  Negative Energy Flood
  Scrying
  Skill Empowerment
  Telekinesis
  Teleportation Circle
  Wall of Force
  Wall of Stone
  6th Level
  6th Level
  Contingency
  Harm
  True Seeing
  Wall of Ice
  Investiture of Flame
  Investiture of Ice
  Investiture of Stone
  Investiture of Wind
  7th Level
  7th Level
  Finger of Death
  Power Word Pain
  Prismatic Spray
  8th Level
  8th Level
  Abi-Dalzim's Horrid Wilting
  Maddening Darkness
  Power Word Stun
  9th Level
  9th Level
  Invulnerability
  Power Word Kill
  9
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  10/34
  The Awakened
  The Awakened
  An old man watches as his young student trains, when
  suddenly a large bear emerges from the nearby woods, and
  charges the young child. The child lets out a scream, and the
  old man leaps into action. His body swells, as he leaps
  towards the bear. The old man comes down like a meteor,
  ending the threat with a single strike.
  Awakened are brawlers who hone their bodies, and minnds
  in order to become a peerless fighter. A body of stone, and an
  iron resolve... These have been used to take down tyrants,
  and destroy peace.
  The flesh is weak
  The flesh is weak
  The Awaken often strive for physical perfection, mastering
  their bodies in ways that seem superhuman to many. It is not
  uncomon for an Awakened to be seen training for days on
  end, working every muscle in their body, only stopping for
  necessities like food and sleep.
  Many highly skilled Awakened, often forgo weapons and
  armor, because the steel is too brittle and weak when
  compared to their bodies. Legend has it, that some are even
  capable of such precise and powerful leg movements, that
  they can walk on the sky itself.
  The mind is like water
  The mind is like water
  Being physically fit is fine, but metal fitness is equally
  important. This fact is resonated in their training, where they
  may spend countless hours in meditation, focusing on honing
  their awareness of self and their surroundings. Some of
  them, become so aware of the world around them, it is said
  they can see the weave and strike through it, infusing magical
  essence into their strikes.
  Class Features
  Class Features
  As an Awakened, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d10 per level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per level after 1st
  Proficiencies
  Proficiencies
  Armor: None
  Weapons: Simple Weapons
  Tools: One Gaming Set
  Saving Throws: Strength, Wisdom
  Skills: Choose three from Perception, nature, medicine,
  Atheltics, Acrobatics, Insight, stealth and Intimidation
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) one gaming set
  (a) a dungeoneers pack or (b) an explorer's pack
  2 daggers
  The Awakened
  The Awakened
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  Strikes
  Strikes
  Unarmored
  Unarmored
  Movement
  Movement
  1st
  +2
  Unarmored
  Defense, Strikes
  1d6
  -
  2nd
  +2
  Adrenaline Surge,
  Fighting Spirit
  1d6
  -
  3rd
  +2
  Unarmored
  Movement
  1d6
  +5ft
  4th
  +2
  Ability Score
  Improvement
  1d6
  +5ft
  5th
  +3
  Extra Attack
  1d8
  +5ft
  6th
  +3
  Magic Strikes,
  Patient Mind
  1d8
  +5ft
  7th
  +3
  Iron Resolve
  1d8
  +5ft
  8th
  +3
  Ability Score
  Improvement
  1d8
  +10ft
  9th
  +4
  Meteoric Strike
  1d8
  +10ft
  10th
  +4
  Temple
  1d8
  +10ft
  11th
  +4
  Merely a Scratch
  1d10
  +10ft
  12th
  +4
  Ability Score
  Improvement
  1d10
  +15ft
  13th
  +5
  Rapid Strikes
  1d10
  +15ft
  14th
  +5
  'Harder, Better,
  Faster, Stronger'
  1d10
  +15ft
  15th
  +5
  Immortal
  1d10
  +15ft
  16th
  +5
  Ability Score
  Improvement
  1d10
  +15ft
  17th
  +6
  Unrelenting Assault 1d12
  +20ft
  18th
  +6
  Airwalk
  1d12
  +20ft
  19th
  +6
  Ability Score
  Improvement
  1d12
  +20ft
  20th
  +6
  Adonis
  1d12
  +20ft
  Unarmored Defense
  Unarmored Defense
  Beginning at 1st level, while you are wearing no armor and
  not wielding a Shield, your AC equals 10 + your Constitution
  modifier + your Wisdom modifier.
  Strikes
  Strikes
  Your practice of martial arts gives you mastery of unarmed
  combat.
  You can roll a d6 in place of the normal damage of your
  Unarmed Strike. This increases when you reach certain
  Awakened levels, as shown in the Awakened table.
  Some strikes will require saves their save DC = 8 + your
  proficiency bonus + your Wisdom modifier
  10
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  11/34
  Adranaline Surge
  Adranaline Surge
  On Your Turn, you can unlease a burst of adrenaline as a
  Bonus Action. Doing so causes your body mass to swell with
  muscle
  During this time, you gain the following benefits if you
  aren't wearing heavy armor:
  • You have advantage on Strength Checks and Strength
  Saving Throws.
  • When you make a melee weapon attack using Strength,
  you gain a bonus to the damage roll equal to your proficiency
  bonus.
  • You gain an amount of temporary hp equal to twice your
  Awakened level.
  If you are able to cast Spells, you can't cast them or
  concentrate on them while the adrenaline is rushing through
  your body.
  Your surge lasts for 1 minute. It ends early if you are
  knocked Unconscious. You can also end your surge on your
  turn as a Bonus Action.
  You may surge a number of times equal to your proficiency
  bonus. You regain expended uses when you finish a long rest.
  Fighting Spirit
  Fighting Spirit
  Starting at 2nd level, you gain the folowing abilities:
  Rampage: Immediately after you take the Attack action on
  Your Turn, you can make two unarmed strikes as a Bonus
  Action. These attacks must be made against a creature
  you already attacked this turn.
  Haymaker: before you make an attack roll with an
  unarmed strike or simple melee weapon attack that does
  not already have disadvantage, you can declare you are
  swinging wild haymakers. You make all attack rolls until
  the end of this turn with disadvantage and when you deal
  damage you do not roll, but use the maximum die result
  instead.
  Unarmored Movement
  Unarmored Movement
  Starting at 2nd level, your speed increases by 5 feet while you
  are not wearing armor or wielding a Shield. This bonus
  increases when you reach certain Awakened levels, as shown
  in the Awakened table.
  Ability Score Improvement
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two Ability Scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Extra Attack
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Weave Strikes
  Weave Strikes
  Starting at 6th level, in your training, you have learned to see
  the weave. Using this, you are able to strike through the
  weave and hit as though your unarmed attacks were magical
  weapons.
  Patient Mind
  Patient Mind
  Starting at 6th level, you are able to add half your proficiency
  (rounded down) on any wisdom ability checks you make, so
  long as you do not have proficiency with that skill.
  Iron Resolve
  Iron Resolve
  At 7th level, you have advantage on wisdom saves, and are
  immune to being frightened
  Meteoric Strike
  Meteoric Strike
  At 9th level, You may use an action to make a unarmed attack
  as you land from a jump or fall. If the attack hits, you may
  attempt to knock the target prone and deal extra damage.
  The target must make a strength saving throw, or be knocked
  prone and take an additional amount of damage equal to half
  your Awakened level.
  Temple
  Temple
  At 10th level, your mastery of self has made you immune to
  disease and poison.
  Merely a Scratch
  Merely a Scratch
  Starting at 11th level, your adrenaline can keep you fighting
  despite grievous wounds. If you drop to 0 Hit Points while
  you're surging and don't die outright, you can spend an
  additional adrenaline surge. If you do, you drop to 1 hit point
  instead. When your sruge ends, you gain a level of exhaustion
  for each use of this ability.
  Rapid Strikes
  Rapid Strikes
  Starting at 13th level, when you land a critical hit, you make
  an additional unarmed attack against the same target.
  Harder, Better, Faster, Stronger.
  Harder, Better, Faster, Stronger.
  Starting at 14th level, you gain proficiency in Dexterity and
  Constitution saving throws. In addition, you gain advantage
  on initiative rolls.
  Immortal
  Immortal
  Starting at 15th level, you no longer suffer the frailty of old
  age, and you can't be aged magically, you can not die of old
  age.
  Unrelenting Assault
  Unrelenting Assault
  Starting at 17th level, Immediately after you take the Attack
  action on Your Turn, you can make eight unarmed strikes as a
  Bonus Action. Each enemy hit must make a strength save or
  be pushed 5ft away from you. You may move into the space
  they were in for no movement cost. This can only be used
  once between short rests.
  Airwalk
  Airwalk
  Starting at 18th level, you are able to cast fly on yourself as an
  action. This can only be used once per short rest.
  Adonis
  Adonis
  Starting at 20th level, due to your ceaseless training, your
  body reaches a new height of perfection. You Strength,
  Dexterity, and Constitution increase by 2, and the maximum
  for those stats increases by 2.
  11
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  12/34
  Hunter
  Hunter
  Hunter
  Hunter
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  Hunter's Quarry
  Hunter's Quarry
  Damage
  Damage
  1st
  +2
  Stalk your Prey,
  Fighting Style
  —
  2nd
  +2
  Hunter's Quarry,
  Field Medic
  1d6
  3rd
  +2
  Specialization
  1d6
  4th
  +2
  Ability Score
  Improvement
  1d6
  5th
  +3
  Extra Attack
  1d6
  6th
  +3
  Ability Score
  Improvement
  1d6
  7th
  +3
  Specialization
  Feature
  1d6
  8th
  +3
  Ability Score
  Improvement
  2d6
  9th
  +4
  Experienced Medic
  2d6
  10th
  +4
  Specialization
  Feature
  2d6
  11th
  +4
  Extra Attack
  2d6
  12th
  +4
  Ability Score
  Improvement
  2d6
  13th
  +5
  Hunter's Wrath
  2d6
  14th
  +5
  Ability Score
  Improvement
  3d6
  15th
  +5
  Specialization
  Feature
  3d6
  16th
  +5
  Ability Score
  Improvement
  3d6
  17th
  +6
  Cull the Herd
  3d6
  18th
  +6
  Specialization
  Feature
  3d6
  19th
  +6
  Ability Score
  Improvement
  3d6
  20th
  +6
  Expert Hunter
  4d6
  Class Features
  Class Features
  As a Hunter, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d10 per Hunter level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per Hunter level after 1st
  Proficiencies
  Proficiencies
  Armor: Light Armor, Medium Armor, Shields
  Weapons: Simple Weapons, Martial Weapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a martial weapon and a shield or (b) two light weapon
  (a) five javelins or (b) any ranged weapon
  (a) leather armor or (b) scale mail
  (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  Fighting Style
  Fighting Style
  At first level, choose one of the following options.
  Archery: You gain a +2 bonus to attack rolls you make
  with ranged weapons.
  Defense: While you are wearing armor, you gain a +1
  bonus to AC.
  Dueling: When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to
  damage rolls with that weapon.
  Great Weapon Fighting: When you roll a 1 or 2 on a
  damage die for an attack you make with a melee weapon
  that you are wielding with two hands, you can reroll the
  die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Two-Weapon Fighting: When you engage in two-weapon
  fighting, you can add your ability modifier to the damage
  of the second attack.
  Stalk your Prey
  Stalk your Prey
  Starting at 1st level, if you spend an 1 hour, you gain
  adavantage on any checks to track the creature. Additionally,
  if you spend a day or longer observing a creature, you gain
  advantage on any persuastion, deception or intimidation
  checks made against that creature, providing it understands
  what you are saying.
  12
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  13/34
  Hunter's Quarry
  Hunter's Quarry
  Stating at 2nd level, as a bonus action, you may mark a
  creature as your quarry. You deal an extra 1d6 damage to that
  creature whenever you hit it with a weapon attack, and you
  have advantage on Perception and Survival checks to find it.
  This damage increase by 1d6 at 8th level, and again at 14th
  and 20th level. If you use this feature to target a creature that
  falls under your specialized foes, you deal extra damage to
  them, equal to half your Hunter level. This lasts until you lose
  trace of the creature, or until the creature is dead.
  You may use this feature once per combat.
  Field Medic
  Field Medic
  Starting at 2nd level, you are able to heal creatures as an
  action. You can heal a creature within 5ft for 1d4 + int hit
  points. The healing recieved increases by 1d4 at 8th level,
  and again at 14th and 20th level.
  You can do this a number of times equal to your intelligence
  modifier per long rest (minimum 1).
  Specialization
  Specialization
  At third level, you choose an specializaqtion that you strive to
  emulate in your combat styles and techniques. Choose
  betweem Generalist, Undead Tracker, Dragon Slayer, Demon
  Hunter, Collosus Slayer, or Monstrosity Stalker, all detailed at
  the end of the class descripption. It grants you a feature at 1st
  level and again at 3rd, 7th, 10th, 15th, and 18th level.
  Some of your Hunter abilities may require a target to make
  a saveing throw. The save DC equals 8 + your proficiency
  bonus + your Intelligence modifier.
  Ability Score Increase
  Ability Score Increase
  When you reach 4th level, and again at 6th, 8th, 12th, 14th,
  16th, and 19th level, you can increase one ability score of
  your choice by 2, or you can increase two Ability Scores of
  your choice by 1. As normal, you can't increase an ability
  score above 20 using this feature.
  Extra Attack
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn. The
  number of attacks increases to three when you reach 11th
  level in this class.
  Experienced Medic
  Experienced Medic
  Starting at 9th level, you have advantage on saving throws
  against poison and have resistance to poison damage.
  Additionally, when use your Field Medic ability you may cure
  one poison effect on the creature you are applying it to, in
  addition to restoring hit points.
  Dragon slayers may take fire, cold, lightning or acid
  resistance if they already have poison resistance.
  Hunter's Wrath
  Hunter's Wrath
  At 13th level, you learn to harness an extra bursh of energy.
  When you do so, you gain the following benefits for one
  minute:
  Your walking speed increases by 10 feet.
  You make attacks with advantage.
  Your melee weapon attacks deal an extra 1d6 damage on
  a hit.
  You can use this ability once between long rests.
  Cull the Herd
  Cull the Herd
  At 17th level, your quick reflexes and preternatural skill, let
  you unleash a devestating barrage of attacks. Once between
  long rests, you may cat conjure volley or steel wind strike.
  Expert Hunter
  Expert Hunter
  Starting at 20th level, you may use your Hunter's Quarry
  ability twice per combat. Additionally, Creatures you
  designate as your quarry, must make a wisdom saving throw
  or be frightened of you. If the target is one of the creatures
  you specialize in, they suffer disadvantage on the save.
  Hunter Specializations
  Hunter Specializations
  Generalist
  Generalist
  These Hunters don't target a specific category of prey, but
  rather anything they deem worthy of their time.
  Born Hunter
  Born Hunter
  Starting at 3rd level, you have advantage on ability checks to
  barter your pay for any hunt. Additionally you learn two
  languages of your choice. You do not have any specialized
  foes.
  Ready for the Hunt
  Ready for the Hunt
  Starting at 3rd level, you gain advantage on Initiative rolls.
  Additionally, you gain proficiency in the Nature skill, if you are
  already proficient, you gain expertise.
  They Are Not Prepared
  They Are Not Prepared
  Starting at 7th level, your attack rolls have advantage against
  any creature that has no yet acted in combat.
  Stand Against the Monster
  Stand Against the Monster
  Starting at 10th level, you have +2 AC against all attacks from
  a marked creature and add 2 to all saving throws the marked
  creature forces you to make.
  On my Mark
  On my Mark
  Starting at 15th level, if you have marked a creature, when an
  ally deals damage to that creature with a weapon attack, you
  may use your reaction to attack that creature if you are within
  range. Additionally, the attack that triggers this ability adds
  your intelligence modifier to their damage roll.
  Know Their Weakness
  Know Their Weakness
  Starting at 18th level, if you have marked a creature, and you
  have advantage from your They Are not Prepared feature,
  your first attack that hits that creature is automatically a
  critical hit.
  This can be used once per combat.
  13
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  14/34
  Undead Tracker
  Undead Tracker
  Death Dealer
  Death Dealer
  Starting at 3rd level, undead are considered your specialized
  foe, and you have advantage on ability checks to barter your
  pay for an undead hunt. You deal an extra 2 damage to
  undead whenever you hit them with a weapon attack.
  Additionally, you learn to speak Elvish, Dwarvish, Halfling, or
  Gnomish.
  Hunters Crossbow
  Hunters Crossbow
  Starting at 3rd level, you gain access to a special hunter's tool,
  a repeating crossbow. This weapon functions exactly like a
  heavy crossbow, but it can fire 6 bolts before needing to be
  reloaded, and can hold special ammunition. During a short or
  long rest, you can craft up to 5 bolts. These bolts break after
  being fired. You can have up to 20 special bolts at a time.
  Keep track of which bolts are loaded into your crossow, order
  doesn't matter, but you can't fire a Stake bolt, if you haven't
  loaded one.
  Resist Undeath
  Resist Undeath
  Starting at 7th level, you gain resistance to necrotic damage.
  Additionally, your maximum hit points can never be reduced
  by more than 5 at a time
  Unbound Soul
  Unbound Soul
  Starting at 10th level, you have advantage against any effect
  that would cause you to be possesed. Additionally, all effects
  that would drain your ability scores, such as a shadows
  strength drain ability, you only reduce your ability score by
  half the usual amount.
  Dawn Bringer
  Dawn Bringer
  Starting at 15th level, once between long rests, you may cast
  dawn. Undead have disadvantage on the save for this spell.
  Crossbow Expert
  Crossbow Expert
  Starting at 18th level, you can craft 10 bolts per rest. All the
  special ammunition you use, deals an extra damage die of
  damage. For example, the Impact bolt's damage increases
  from 1d6 to 2d6. This applies to all additional effects as well.
  Additionally, your regular bolts now deal 1d12 damage.
  Dragon Slayer
  Dragon Slayer
  Aim between the Scales
  Aim between the Scales
  Starting at 3rd level, dragons are considered your specialized
  foe, and you have advantage on ability checks to barter your
  pay for an dragon hunt. You deal an extra 2 damage to
  dragons whenever you hit them with a weapon attack.
  Additionally, you learn to speak draconic.
  Bring it Down
  Bring it Down
  Stating at 3rd level, whenever you tartget a flying creature
  that is large or larger with one or more ranged weapon
  attacks, you may aim for it's wings. Instead of dealing
  damage, on hit you force it to make a Dexterity saving throw.
  The DC is euqal to the 8 + 3 per attack that hit as part of this
  action this action. You must declare the number of attacks
  you are going to use before making any rolls. If the target is a
  dragon, the DC is increased by 2 per attack that hits.
  Stand Before the Tyrant
  Stand Before the Tyrant
  Starting at 7th level, you gain resistance to fire, cold,
  lightning, poison, or acid damage. Additionally, you have
  advantage against effects that would cause you to become
  firghtened.
  Evasion
  Evasion
  Starting at 10th level, when you are subjected to an effect that
  allows you to make a Dexterity saving throw to take only half
  damage, you instead take no damage if you succeed on the
  saving throw, and only half damage if you fail.
  Scale Piercer
  Scale Piercer
  Starting at 15th level, when you make a weapon attack that
  deals piercing damage against a creature, you get a +2 to
  your attack roll if it is wearing heavy armor, or has natural
  armor. If the target is a dragon, the bonus becomes +4.
  If the target is weaing light or medium armor, you instead
  deal +2 damage if the attack hits.
  Wyrm Butcher
  Wyrm Butcher
  Starting at 18th level, your Bring it Down ability deals
  damage in additionn to it's normal effect. Each hit deals 5
  damage based on the waeapons type. If the creature is a
  dragon, it instead takes the normal damage the weapon
  would inflict.
  Demon Hunter
  Demon Hunter
  Hell Raiser
  Hell Raiser
  Starting at 3rd level, fiends are considered your specialized
  foe, and you have advantage on ability checks to barter your
  pay for an fiend hunt. You deal an extra 2 damage to fiends
  whenever you hit them with a weapon attack. Additionally,
  you learn to speak Abyssal or Infernal.
  Tempt me Not
  Tempt me Not
  Starting at 3rd level, you gain resistance to fire or radiant
  damage. Additionally, you have advantage against any
  charming effects.
  Bolt
  Bolt
  Type
  Type
  Damage
  Damage
  Additional Effect
  Additional Effect
  Dragon
  1d4 fire
  on a failed dexterity save the target
  takes an additional 2d4 fire damage
  Impact
  1d6
  bludgeoning
  on a failed strength save, the target
  is knocked prone
  Holy
  Water
  1d4 radiant
  If the creature is undead, it can't
  regenerate until after the end of it's
  next turn
  Stake
  1d6
  peircing
  Vampires take an additional 3d6
  damage
  Tracer
  1d4 fire
  The next attack against this target is
  made with advantage
  Splinter
  3d4
  peircing
  Range 15ft cone. on a successful
  dex save targets take half damage
  14
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  15/34
  Keep Hell at Bay
  Keep Hell at Bay
  Starting at 7th level, you gain the protect an area from fiends.
  You may cast Magic Circle with fiends as the designated
  creature type, with intelligence as your spellcasting ability.
  You may only do this once between long rests. Additionally,
  you may cast Alarm at the start of every rest.
  I Will Not Go
  I Will Not Go
  Starting at 10th level, you have advantage against any
  unwanted effects that would force you to be removed from
  the plane you are currently in.
  Back from Whence you Came
  Back from Whence you Came
  Starting at 15th level, once between long rests, you may cast
  Banishing Smite. Fiends suffer an extra 2d10 damage from
  this spell.
  Hell Hath No Fury
  Hell Hath No Fury
  Starting at 18th level, you've become renowned and feared by
  extraplanar creatures. As an action all creatures you can see
  not native to the plane on which you reside, must make a
  wisdom saving throw. On a failed save, they take 4d6 radiant
  damage. They take half as much on a successful save. Fiends
  have disadvantage on this saving throw.
  You can use this action once between short and long rests.
  Collosus Slayer
  Collosus Slayer
  The Bigger They Are
  The Bigger They Are
  Starting at 3rd level, giants are considered your specialized
  foe, and you have advantage on ability checks to barter your
  pay for an giant hunt. You deal an extra 2 damage to giants
  whenever you hit them with a weapon attack. Additionally,
  you learn to speak Giant.
  The Harder They Fall
  The Harder They Fall
  Starting at 3rd level, you are able to make and use bolas,
  which have a range of 30/60. As an action, you can throw one
  of your bolas at a creatures legs, restaning their legs with the
  bola. You can make 3 bolas per rest, which is the maximum
  you can have at one time.
  A creature can destroy the bolo as an action if it has
  arms/claws, or on a stregnth save if it doesn't. While tied,
  creatures with only two legs fall prone. Creatures with 3 to 6
  or more legs move at half speed. Creatures with 7+ legs are
  unhindered by one bola.
  Additionally, whenever you knock a creature prone, it takes
  1d6 bludgeoning damage, plus 1d6 for each size category it is
  above medium.
  Can't Hold Me Down
  Can't Hold Me Down
  Starting at 7th level, you gain 7 hit points, and gain an
  additiona one whenever you achieve a new level in Hunter.
  Additionally, you have advantage when trying to escape from
  grapples. If the creature grappling you is a giant, you may add
  2 to your escape roll.
  Easy to Miss
  Easy to Miss
  Starting at 10th level, all ranged attacks with thrown
  weapons made against you, are made with disadvantage. If
  the throwing creature is a giant, your AC is increased by 2 for
  this attack.
  Hamstring the Titan
  Hamstring the Titan
  Starting at 15th level, when you make a melee weapon
  against a creature, you may imposse disadvantage on
  yourself, in an attempt to cut the back of their legs. On hit, the
  creature's walking speed is reduced by 10ft until the end of
  their next turn, and you deal extra damage equal to half your
  hunter level. If the creature is a giant, increase the extra
  damage by 5.
  You can do this once per round.
  Giant's Bane
  Giant's Bane
  Starting at 18th level, large creatures have become easy prey
  for you. Your first attack each turn is made with advantage, if
  you are targeting a large or larger creature. If you are
  targeting a giant with your first attack, all attacks against that
  same target are made with advantage.
  Monstrosity Stalker
  Monstrosity Stalker
  Monster Slayer
  Monster Slayer
  Starting at 3rd level, monstrosities and lycanthropes are
  considered your specialized enemy, and you have advantage
  on ability checks to barter your pay for an monstrosity or
  lycanthrope hunt. You deal an extra 2 damage to
  monstrosities and lycanthropes whenever you hit them with a
  weapon attack. Additionally, you learn to speak
  Undercommon, Deepspeeach, or Sylvan.
  Hunter Bombs
  Hunter Bombs
  Starting at 3rd level, you gain the ability to make special
  grenades. You can make one during each short long rest, but
  can only carry 4 at a time. Only Monstrosity Stalkers may use
  these grenades. Throwing a grenade uses an action. The
  grenades have a range of 30ft.
  When you throw a grenade as an action, each creature hit
  must make a dexterity saving throw, suffering an effect based
  on the grenade type used. On a success, they suffer half
  damage, and no additional effects. Monstrosities have
  disadvantage on this save.
  Grenade
  Grenade
  Type
  Type
  Damage
  Damage
  Additional Effect
  Additional Effect
  Fire
  4d6 fire
  None
  Cold
  2d6
  cold
  Speed is reduced by 10ft for 1d6
  rounds
  Shock
  2d6
  lightning
  The creature can't take reactions for
  1d4 rounds
  Silver
  3d6
  peircing
  Lycanthropes take double damage, the
  damage is considered magical
  Stun
  1d6
  thunder
  The creature is stunned for 1d3 rounds
  Net
  0
  The creature is restrained by a net
  15
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  16/34
  Fists, Claws, and Fangs
  Fists, Claws, and Fangs
  Starting at 7th level, you gain resistance to slashing, piercing,
  or bludgeoning damage.
  Multiattack Defense
  Multiattack Defense
  Starting at 10th level, whenever a creatur hits you, attack
  rolls from that same creature against you suffer a -1 penalty
  until the end of the current turn.
  Marked Bombs
  Marked Bombs
  Starting at 15th level, whenever you strike a marked creautre
  with a bomb, it suffers disadvantage on it's saving throw. If
  the creature is a monstrosity, it automatically fails the save.
  Additionally, damage dealt by your grenades triggers your
  Hunter's Quarry ability.
  Bigger Bombs
  Bigger Bombs
  Starting at 18th level, you've learned to make improvements
  to you grenades. The area effected by each grenade is
  increased to a 10ft sphere, and all damage dealt by non-net
  grenades deals an additional 2d6 damage. Net grenades now
  use a chain net (DC 18 athletics(strength) check to break).
  You can now carry 6 grenades. Additionally, you can make 2
  grenades instead of 1, whenever you rest.
  16
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  17/34
  Barbarians
  Barbarians
  Path of the Ghost
  Path of the Ghost
  The path of the Ghost is a path most secluded. The barbarian
  adapts to be silent, fast, and unseen.
  Most tribes do not allow Barbarians to follow this path, not
  because they are cursed or unwanted, but because they are
  better served as avengers, and assasins.
  Shadow Movement
  Shadow Movement
  WHen you choose this path at 3rd level, you gain the ability to
  hide in dim light as a bonus action.
  Precise Strikes
  Precise Strikes
  When you choose this path at 3rd level, your rage can now
  apply the damage bonuses to dexterity based attacks.
  Ghost Walk
  Ghost Walk
  Beginning at 6th level, you gain the ability to give yourself the
  effects of the spell pass without trace. You can do this a
  number of times equal to your wisdom modifier. You regain
  all expended uses when you finish a long rest.
  Phantom Strike
  Phantom Strike
  Starting at 10th level, you gain the ability to strike at
  someone's very spirit. As a bonus action, you can turn your
  attacks for the turn, into phantom strikes. These special
  attacks deals an extra 1d6 psychic damage in addition to it's
  regular damage. This can be used a number of times equal to
  your wisdom modifier. You regain all expended uses after a
  long rest.
  Invisible Stalker
  Invisible Stalker
  Starting at 14th level, you gain the ability to cast greater
  invisibility on yourself. You can do this once between long
  rests.
  Bards
  Bards
  College of Waves
  College of Waves
  The College of Wave is where Bards who love to travel the
  seas go to learn. Spending so much time at sea, has given
  these bards great powers over the waves and winds.
  Bards of this college, are often used on large ships, to fill
  the sails of ships on calm days, and deal devastating damage
  to enemy vessels in case of an attack.
  Bonus Proficiencies
  Bonus Proficiencies
  When you join the College of Waves at 3rd level, you gain
  proficiency with medium armor, navigatore's tolls and
  vehicles (water).
  Mariner
  Mariner
  Starting at 3rd level, as long as you are not wearing heavy
  armor or using a shield, you have a swimming speed and a
  climbing speed equal to your normal speed, and you gain a +1
  bonus to AC.
  Expanded Spell List
  Expanded Spell List
  You can choose learn the following spells, as if they were
  bard spells, providing you are at least the specified Bard level.
  In addition, you learn the Gust cantrip, and fog cloud
  Bard Level
  Bard Level
  Spells
  Spells
  3th
  gust of wind, warding wind
  5th
  tidal wave, call lightning
  7th
  storm Sphere, watery sphere
  9th
  control winds, steel wind strike
  Sea Legs
  Sea Legs
  At 6th level, you're so accustomed to being on a rocking ship,
  you have advantage on any checks to keep yourself from
  being knocked down. In addition, you can now breathe
  underwater.
  Master of the Sea
  Master of the Sea
  At 14th level, you become a master of the waves. While on
  ship, or in water, your movement speed is increased by 15ft.
  In addition, when you cast a spell from your expanded spell
  list while in water or on a ship, you may 2 to the save DC, and
  2 to the attack roll, or double the range. Once you use this,
  you can not use it again until you finish a short or long rest..
  17
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  18/34
  Clerics
  Clerics
  Thunder Domain
  Thunder Domain
  Thunder Domain Spells
  Thunder Domain Spells
  Cleric Level
  Cleric Level
  Spells
  Spells
  1st
  thunderwave, Thunderous Smite
  3rd
  gust of wind, shatter
  5th
  call lightning, stormdoor
  7th
  lightning arrow, storm sphere
  9th
  control winds, destructive wave
  Bonus Proficiencies
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain
  proficiency with the warhammer and maul as well as heavy
  armor.
  Expanded Spell List
  Expanded Spell List
  At 1st level, you gain access to the following cantrips:
  booming blade, gust, lightning lure, and thunderclap. These
  count as Cleric cantrips for you (they still count towards your
  total known cantrips). Additionally, you automatically learn
  shocking grasp*
  Grasp of the Thunder God
  Grasp of the Thunder God
  Starting when you choose this domain at 1st level, you can
  use your action to cast shocking graps, however using this
  ability, the range is increased to 15ft. This can be used a
  number of times equal to your wisdom modifier (minimum of
  1). You regain all expended uses after a long rest.
  Channel Divinity: Thunderous Might
  Channel Divinity: Thunderous Might
  Starting at 2nd level, you can use your Channel Divinity to
  wield the power of the Thunder God. When you deal
  lightning, you can use your Channel Divinity to roll double the
  damage dice, as if you crit. This can not be used on a critical
  hit.
  Lightning Strike
  Lightning Strike
  Starting at 6th level, you may add your proficiency to initiative
  rolls. Additionally, when you strike a target who has yet to act
  in a combat, you may deal an additional 1d8 lightning
  damage to them.
  Divine Strike
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 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 extra 1d8 lightning or thunder damage (your choice)
  to the target. When you reach 14th level, the extra damage
  increases to 2d8.
  One with the Storm
  One with the Storm
  At 17th level, you gain immunity to lightning damage.
  Stormdoor
  Stormdoor
  3rd-level conjuration
  Casting Time:
  Casting Time: 1 action
  Range:
  Range: 90 feet
  Components:
  Components: V
  Duration:
  Duration: Instantaneous
  You teleport yourself to an unoccupied space
  you can see within range. Immediately after you
  land, a thunderous boom sounds, and each
  creature within 10 feet of the space where you
  land must make a Constitution saving throw, taking
  3d10 thunder damage on a failed save, or half as
  much damage on a successful one. The thunder
  can be heard from up to 300 feet away.
  At higher levels:
  At higher levels: When you cast this spell using a
  spell slot of 4th level or higher, the damage
  increases by 1d10 for each slot level above 3rd.
  Strength Domain
  Strength Domain
  Strength Domain Spells
  Strength Domain Spells
  Cleric Level
  Cleric Level Spells
  Spells
  1st
  Longstrider, Jump
  3rd
  Enhance Ability, Enlarge/Reduce
  5th
  Haste, Slow
  7th
  Freedom of Movement, Stone Skin
  9th
  Greater Restoration, Skill Empowerment
  Bonus Proficiencies
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain
  proficiency with Athletics and martial melee weapons.
  Blessing of Magni
  Blessing of Magni
  Starting when you choose this domain at 1st level, you can
  use your action to touch a willing creature other than yourself
  to give it advantage on Stength checks and Saves. This
  blessing lasts for 1 hour or until you use this feature again.
  Channel Divinity: Might of Magni
  Channel Divinity: Might of Magni
  Starting at 2nd level, you can use your Channel Divinity to
  wield the power of the God of Strength. You increase your
  Strength score by 10, to a maximum of 30, for a number of
  rounds equal to half of your Cleric level. During this time, you
  can lift, drag, carry, and push 4x more than you would
  normally be able to.
  Unbound Might
  Unbound Might
  At 6th level, when you shove a creature, you may push them
  an additional 10 feet. In addition, you gain proficiency with
  Strength saves.
  18
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  19/34
  Divine Strike
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 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 extra 1d8 damage of the attacks type to the target.
  When you reach 14th level, the extra damage increases to
  2d8. In addition, this attack count as magical for the purposes
  of overcoming resistance and immunity to nonmagical
  attacks and damage
  Paragon of Strength
  Paragon of Strength
  At 17th level, you may make any melee weapon attack or
  unarmed strike you make deal force damage instead of it's
  normal damage type. Additionally gain advantage on all
  strength checks.
  Druids
  Druids
  Circle of Flame
  Circle of Flame
  Druids of the Circle of Flame, understand that destruction is
  sometimes necassary for nature to grow. A forest may need to
  be set alift, so that the dead trees can be turned to ash, to give
  sustanance to the seeds buried in the ground.
  Members of this circle might become adventurers in order
  to cleanse the decay and stagnation of the world.
  Expanded Spell List
  Expanded Spell List
  You can choose learn the following spells, as if they were
  druid spells, providing you are at least the specified druid
  level. In addition, you learn the firebolt cantrip.
  Druid Level
  Druid Level
  Circle Spells
  Circle Spells
  1st
  burning hands, hellish rebuke
  3rd
  continual flame, scorching ray
  5th
  fireball, flame arrows
  7th
  fire shield, wall of fire
  9th
  flame strike, immolation
  Cleansing Flame
  Cleansing Flame
  When you choose this circle at level 2, you gain the ability to
  set dead plants and trees on fire as a bonus action. This fire
  can be used to cleanse poison from a creature.
  Intense Heat
  Intense Heat
  Starting at 6th level, you may add your wisdom modifier to
  the damage of fire spells you cast.
  Breath of the Pheonix
  Breath of the Pheonix
  Starting at 10th level, you are able to covert fire damage to
  healing energy. When you hit a creature with a spell of first
  level or higher that deals fire damage, and that requires an
  attack roll, you may choose to have the spell heal the target
  instead. The healing they recieve is equal to half of the usual
  damage. You can use this ability a number of times equal to
  your wisdom modifier. You regain all uses when you finish a
  long rest.
  Fire Beast
  Fire Beast
  Starting at 14th levl, when you wildshape into an animal, you
  may take the form of a flmaing beast. The statistics for this
  form, are the same for a normal beast, except your attacks
  deal an extra 2d6 fire damage, and you have resistance to fire
  damage.
  19
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  20/34
  Fighters
  Fighters
  Weapons Expert
  Weapons Expert
  A weapons expert is a fighter who has devoted much of their
  time learning to perfect their use of a multitude of weapons.
  This subclass uses categories of weapons. Each category,
  and the weapons in each category are outlined below:  
   
  Blades: Dagger, greatsword, longsword, rapier, scimitar, and
  shortsword
  Axes: Handaxe, sickle, battleaxe, greataxe, and war pick
  Hammers: club, greatclub, light hammer, mace, flail, maul,
  morningstar, and warhammer
  Polearms: javelin, quarter staff, spear, trident, and any
  weapon with the reach property
  Ranged: any simple or martial ranged weapon
  Throwing: any weapon with the thrown property
  Quick Swap
  Quick Swap
  When you choose this archetype at 3rd level, you can sheath
  one weapon and then draw one weapon as part of the same
  object interaction.
  Defensive Fighting
  Defensive Fighting
  Starting at 3rd level, you gain access to special defensive
  maeuvers, based on the weapons you are holding:
  Blades: As a bonus action, you can enter a parrying stance. If
  you are holding a blade with 1 hand, you may add 1 to your
  AC until the start of your next turn. If you are holding a single
  blade weapon in two hands, you may add 2 to your AC
  instead. Once you reach level 18, you may make a counter
  attack whenever a creature fails to hit you by the amount
  misses by the amount your parry improves your AC by, this
  does not use your reaction.
  Axes: When you are hit by a creature, you may use a reaction
  to attempt disarm the attacker. Make an attack roll against
  the creature, if you hit them, they drop their weapon. Once
  you reach level 18, if this reaction hits, you may also grapple
  the creature, if they are a viable grapple target.
  Hammers: When you are hit by a creature, you may use a
  reaction to make an attack against the attacker. Once you
  reach level 18, if this reaction hits, you may also knock the
  creature prone, if they are large or smaller.
  Polearms: As a reaction you may make an attack against a
  creature who enters your reach. Once you reach level 18, the
  first use of this ability no longer uses your reaction.
  Ranged: You may make an attack against a creature within
  range, and instead of dealing damage, any ally within melee
  range of that creature, may use their raction to move away
  from that creature without provoking an attack of
  opportunity. Once you reach level 18, the hit creature's speed
  is halved until the end of their next turn.
  Throwing: As a reaction you may make an attack against a
  creature who attacks you with a ranged attack. Once you
  reach level 18, you may make two attacks, provided you have
  a throwing weapon in each hand already.
  Weapon Knowledge
  Weapon Knowledge
  Starting at 7th level, you are able to add half your proficiency
  modifier (rounded down) to any ability checks that involve
  knowledge about weapons or armor, provided you are not
  already proficient.
  Martial Offense
  Martial Offense
  Starting at 10th level, you may use the below offensive
  maneuvers, based on the weapon type you are using:
  Blades: Attacks with blades critically hit on an attack roll of
  19 or 20.
  Axes: Whenever you take the attack action, you may replace
  two of your attacks with a special cleave attack. Make an
  attack roll with advantage, any creature within 5ft whose AC
  is equal to or less than your to hit roll takes the damage from
  attack.
  Hammers: Whenever you take the attack action, you may
  replace two of your attacks with a special slam attack. Make
  an attack roll against a creature, on hit, the creature takes
  damage equal to three times the maximum damage roll of the
  weapon you used plus your stength modifier and any other
  bonuses to your normal damage rolls.
  Polearms: If you move at least 20ft towards a creature, your
  first attack against them deals an extra 2d4 damage.
  Ranged: You may fire a single quick attack as a bonus action.
  This attack can't have any negatives applied to it's to hit roll
  from abilities like sharpshooter or precise strikes.
  Throwing: Thrown weapon attacks you make have their
  range doubled.
  Precise Strikes
  Precise Strikes
  Starting at 14th level, whenever you make an attack, you may
  try and land a more devastating attack. Before you roll for the
  attack, you may choose to take any negative modifier to your
  attack, and for each -5 to the hit roll you take, you may add
  1d6 to the damage dealt by that attack.
  20
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  21/34
  Monks
  Monks
  Way of the Silver Arrow
  Way of the Silver Arrow
  Monks of the Way of the Silver Arrow, are masters of striking
  with speed and precision. Prefering to strike quickly and
  hard, than to get into a prolonged fight.
  Acceleration Strike
  Acceleration Strike
  When you choose this tradition at 3rd level, you learn to
  better utilize your speed to your advantage. Whenever you
  move, you may spend 2 ki as a bonus action so that your next
  melee attack deals additional damage based on how far you
  move. For every 10 feet of movement (rounded down), your
  attack deals an extra 1d4 damage.
  Preternatural Instinct
  Preternatural Instinct
  Starting at 6th level, your body has an unatural instinct to act
  in the face of danger. As such, you may spend 1 ki to add your
  proficiency to your initiative roll.
  Improved Acceleration Stike
  Improved Acceleration Stike
  At 11th level, you have further improved upon your
  acceleration strike. For every 10ft you move, the next attack
  you make gains a +1 to the hit roll. In addition, the extra
  damage increases from 1d4, to 1d6.
  Typhoon of Blows
  Typhoon of Blows
  Starting at 17th level, your Flurry of Blows now allows you to
  attack an additional time.
  Paladins
  Paladins
  Oath of the Scholar
  Oath of the Scholar
  The Oath of the Scholar is fairly new. This oath binds
  paladins to search, record, and utilize knowledge, typically in
  the pursuit to better the world.
  Tenets of the Scholar
  Tenets of the Scholar
  Each temple's oath varies, but every Oath of the Shcolar
  shares the below tenets.
  Seek Knowledge. Never pass up opportunities to explore
  the unknown and discover lost knowledge.
  Be Curious. Learning stops, when you stop looking.
  Apply. Knowledge without application is wasted.
  Oath Spells
  Oath Spells
  Paladin Level
  Paladin Level
  Spells
  Spells
  3rd
  comprehend Languages, identify
  5th
  locate Object, see invisibility
  9th
  clairvoyance, sending
  13th
  arcane eye, locate creature
  17th
  legend lore, scrying
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Know thy Enemy. As a bonus action, you can use your
  Channel Divinity to gain insight on a creature. You learn their
  AC, current HP, ability scores, and the highest level of spell
  they can cast if any. In addition, the next attack you make
  against them has advantage.
  Turn the Ignorant. As an action, choose one creature
  within 60 feet of you that you can see. That creature must
  make a Intelligence saving throw, On a failed save, the
  creature is turned for 1 minute or until it takes any damage.
  While frightened,the creature's speed is 0, and It can't benefit
  from any bonus to its speed. On a successful save, the
  creature's speed is halved for 1 minute or until the creature
  takes any damage.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can't willingly move to a
  space within 30 feet of you. It also can't take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there's nowhere to
  move, the creature can use the Dodge action.
  Aura of Knowledge
  Aura of Knowledge
  Starting at 7th level you and allies within 10ft have advantage
  on Intelligence saving throws and checks.
  At 18th level, the range of this effect increases to 30 feet.
  Expose their Weakness
  Expose their Weakness
  Starting at 15th level, you have learned where to strike
  opponents to better inflict damage. You may add your
  intelligence modifier to weapon attacks you make.
  Avatar of the Arcane
  Avatar of the Arcane
  At 20th level, you are able to harness the weave to a higher
  extent. As an action, you can magically become an Arcane
  Avatar, gaining the following benefits for 1 moinute:
  You gain 4 temporary level 1 spell slots.
  Your intelligence modifier is added to your AC
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Oath of the Dragon
  Oath of the Dragon
  The Oath of the Dragon binds paladins to a specific type of
  dragon, typically in the pursuit to protect the world, or to
  utterly crush it.
  Tenets of the Scholar
  Tenets of the Scholar
  Each oath's specifics varies, but every Oath of the Dragon
  shares the below tenets.
  Honor. Never pass up opportunities to honor your draconic
  lords, and pay tribute.
  Power. Strength in all forms.
  Dominance. Never back down from the foes of your
  draconic lords.
  Oath Spells
  Oath Spells
  Paladin Level
  Paladin Level
  Spells
  Spells
  3rd
  cause fear, absorb elements
  5th
  dragon's breath, see invisibility
  9th
  fly, fear
  13th
  elemental bane, fire shield
  17th
  control winds, flame strike
  21
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  22/34
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options. Additionally, choose a dragon
  who's type is associated with your oath.
  Draconic Presence. As an action, you force each creature
  of your choice that you can see within 30 feet of you to make
  a Wisdom saving throw. On a failed save, a creature becomes
  frightened of you for 1 minute. The frightened creature can
  repeat this saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Drconic Breath. As an action, you may make an elemental
  breath attack as if you were a wyrmling of the type dragon
  associated with your oath.
  Tyrant's Aura
  Tyrant's Aura
  Starting at 7th level, the paladin, as well any dragonborn and
  dragons within 10 feet of the paladin, gains a bonus to melee
  weapon damage rolls equal to the paladin's Charisma
  modifier (minimum of +1). The damage from this feature is
  the same type associated with your oath's dragon's breath
  attack. A creature can benefit from this feature from only one
  paladin at a time.
  At 18th level, the range of this aura increases to 30 feet.
  Draconic Resistance
  Draconic Resistance
  At 15th level, the paladin gains resistance to same damage
  type associated with your oath's dragon's breath attack.
  Avatar of the Tyrant
  Avatar of the Tyrant
  At 20th level, you are able to harness draconic powers to a
  higher extent. As an action, you can magically become an
  Draconic Avatar, gaining the following benefits for 1 moinute:
  Wings sprout from your back and grant you a flying speed
  of 60 feet.
  Once each round, immediately after another creature's
  turn, you may make one attack or move half your speed.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Rangers
  Rangers
  Mage Hunter
  Mage Hunter
  Mage Hunters, are rangers who specializze in tracking and
  slaying magic users. Many become bounty hunters, who work
  to end mages plaguing society, while others use their skills to
  assasinate mages in positions of political power.
  Mage Hunter Magic
  Mage Hunter Magic
  You learn an additional spell when you reach certain levels in
  this class. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Ranger Level
  Ranger Level
  Spells
  Spells
  3rd
  detect magic
  5th
  silence
  9th
  counterspell
  13th
  locate creature
  17th
  bigby's hand
  Arcane Sense
  Arcane Sense
  Starting at 3rd level, when you cast detect magic it has the
  following additional effect:
  If a creature within range is capable of casting spells, they
  feintly glow violet to you.
  Arcane Slayer
  Arcane Slayer
  At 3rd level, you learn to strike through the weave, inflicting
  more damage to creatures in tune with it.
  Whenever you deal damage to a creature that can cast
  spells, the damage you deal is increased by your proficiency.
  If the target cast a spell on their last turn, your first attack
  against them is made with advantage. At 11th level, the
  damage deal increases to twice your proficiency modifier.
  Undo the Weave
  Undo the Weave
  At 7th level, you have learned to undo the effects of magic.
  You can cast dispel magic once between long rests.
  Resist the Weave
  Resist the Weave
  At 11th level, you have learned to resist the weave more
  effectively. You have advantage on any saving throws imposed
  by spells.
  Disrupt the Weave
  Disrupt the Weave
  Starting at 17th level, when you strike a creature with your
  'Arcane Slayer' feature, you can disrupt it's access to the
  weave. They are unable to cast spells until the end of your
  next turn. Once you use this feature, you can't use this feature
  again until you finish a short or long rest.
  Beast Marked
  Beast Marked
  The Beast Marked, are rangers who have the ability to shape
  shift into beasts. Many work with druids to preserve the
  natural order.
  Beast Marked Magic
  Beast Marked Magic
  You learn an additional spell when you reach certain levels in
  this class. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Ranger Level
  Ranger Level
  Spells
  Spells
  3rd
  beast bond
  5th
  barkskin
  9th
  speak with plants
  13th
  conjure woodland beings
  17th
  commune with ature
  Wild Shape
  Wild Shape
  Starting at 3rd level, you can use your action to magically
  assume the shape of a beast that you have seen before. You
  can use this feature once. You regain expended uses when
  you finish a short or long rest. You gain an additional use at
  level 7, and again at level 17.
  22
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  23/34
  Your ranger level determines the beasts you can transform
  into, as shown in the Beast Shapes table.
  level
  level Max CR
  Max CR
  Limitations
  Limitations
  Example
  Example
  3rd
  1/4
  No flying or swimming speed
  Wolf
  6th
  1/2
  No flying speed
  Crocodile
  12th
  1
  None
  Eagle
  You can stay in a beast shape for a number of hours equal
  to 1/3 your ranger level (rounded down). You then revert to
  your normal form unless you expend another use of this
  feature. You can revert to your normal form earlier by using a
  bonus action on your turn. You automatically revert if you fall
  unconscious, drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the
  beast, but you retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the creature. If the creature's
  bonus is higher than yours, use the creature's bonus.
  When you transform, you assume the beast's hit points
  and Hit Dice. When you revert to your normal form, you
  return to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any extra damage carries over to your
  normal form.
  You can't cast spells, and your ability to speak or take any
  action that requires hands is limited to the capabilities of
  your beast form. Transforming doesn't break your
  concentration on a spell you've already cast, however, or
  prevent you from taking actions that are part of a spell
  that you've already cast.
  You retain the benefit of any features from your class,
  race, or other source and can use them if the new form is
  physically capable of doing so. However, you can't use any
  of your special senses, such as darkvision, unless your
  new form also has that sense.
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or is worn by it.
  Worn equipment functions as normal, but the GM decides
  whether it is practical for the new form to wear a piece of
  equipment.
  Magic Fangs
  Magic Fangs
  Starting at 7th level, your attacks in beast form count as
  magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage.
  Tough Hide
  Tough Hide
  At 11th level, your beast forms have extra hit points, their new
  hit points is equal to double thei usual amount.
  Beastial Fury
  Beastial Fury
  Starting at 17th level, While in your beast forms, you have a
  second extra attack, for a total of 3 attacks when you take the
  attack action.
  Creature Tamer
  Creature Tamer
  Creature Tamers, are rangers who specializze in befriending
  and fighting alongside beasts. Many become bounty hunters,
  gaurds, or trackers.
  Tamer Magic
  Tamer Magic
  You learn an additional spell when you reach certain levels in
  this class. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Ranger Level
  Ranger Level
  Spells
  Spells
  3rd
  animal friendship
  5th
  beast sense
  9th
  conjure animals
  13th
  charm monster
  17th
  commune with nature
  Creature Tamer
  Creature Tamer
  Starting at 3rd level, you gain the ability to tame beasts, that
  must meet the below prerequisites:
  The creatures CR must be no higher than one quarter
  your ranger level, rounded down.
  The creature can not have and intelligence score above 3.
  The creature is not a swarm
  The creature must not be hostile to you when you attempt
  to tame it.
  The creature must be aware of you while you tame it.
  To tame a beast, you must make a Wisdom(Animal
  Handling) check. The DC for this check is equal to 8 + twice
  the creatures CR (minimum 10). You can have up to two
  tamed creatures.
  Your creatures act on your turn and may move up to their
  speed. Using your action, you can command one of them to
  take the attack, dash, or dodge action. Alternitavely, you can
  use your bonus action, to allow one of them to make a single
  attack as a reaction.
  Creature Training
  Creature Training
  At 3rd level, all of your Creatures have their AC, attack rolls,
  and damage rolls increased by half of your proficiency minus
  the creature's CR (minimum 1). Additionally, they all gain
  extra hit points equal to twice your ranger level.
  Magic Beasts
  Magic Beasts
  Starting at 7th level, your creatures attacks count as magical
  for the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Monstrous Companion
  Monstrous Companion
  At 11th level, you have learned to tame monstrosities. One of
  your two tamed creatures can be a monstrosity, so long as it
  follows the same rule under your creature tamer ability.
  Pack Tactics
  Pack Tactics
  Starting at 17th level, when you take the attack action, one of
  your tamed creatures can also make a single atack as a part
  of the action. If their attack is made against a creature you
  attacked, it is made with advantage.
  23
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  24/34
  Rogues
  Rogues
  Combat Medic
  Combat Medic
  Combat medics are rogues who specialize in teating the
  injured. They utilize their speed to quickly respond to critical
  patients, and their knowledge of medicine to deal poisoning
  strikes to their enemies.
  Medical Expert
  Medical Expert
  At 3rd level, you gain proficiency in the Medicine skill and
  Herbalism Kit if you don't already have it. Your proficiency
  bonus is doubled for any ability check you make that uses
  either of those proficiencies.
  Alternatively, instead of healing, you can remove the
  poisoned condition from the target.
  Stop the Bleeding
  Stop the Bleeding
  When you choose this archetype at 3rd level, you gain the
  ability to heal others. As a an action, you can heal a creature
  within 5ft of you. The creature is healed for 1 + your
  intelligence modifier.
  Additionally, when you use a Healer's kit, it can be used as
  a bonus action.
  Healing Brew
  Healing Brew
  Your time in the field, has left you realizing that a need for
  healing at range, is incredibly important.
  Starting at 9th level, you can create special healing potions.
  These potions heal for 2d4 + 2 and, as an action, can be
  thrown with a range of 30ft, and still have them be effective,
  as they get absorbed through the skin. You can create one
  potion per short rest, or two during a long rest.
  Unfortunately due to the nature of the changes needed to
  make the potions absorb through the skin, these potions
  expire if not used between long rests.
  Toxic Strike
  Toxic Strike
  At 13th level, you can apply natural poisons to your weapon
  as a bonus action. Your next attack with that weapon that
  hits, deals an extra 2d4 poison damage. You can do this
  twice, and regain all expended uses when you short or long
  rest.
  Medical Master
  Medical Master
  At 17th level, your ability to heal using your Medical Expert
  feature is improved to 1d6 + intelligence modifier.
  Additionally, your Healing Brew ability's healing is
  increased to 3d4 + 3.
  Ninja
  Ninja
  Ninjas are rogues who specialize in stealth and guerilla
  tactics. They utilize their speed and cunning to strike foes
  swiftly.
  Fighting Style
  Fighting Style
  At 3rd level, choose one of the following options.
  Archery: You gain a +2 bonus to attack rolls you make
  with ranged weapons.
  Dueling: When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to
  damage rolls with that weapon.
  Two-Weapon Fighting: When you engage in two-weapon
  fighting, you can add your ability modifier to the damage
  of the second attack.
  Ninja Tricks
  Ninja Tricks
  When you choose this archetype at 3rd level, you gain the
  ability to perform 3 of the tricks described at the end of this
  subclass. The save DC equals 8 + your proficiency bonus +
  your Wisdom modifier.
  Additionally, you gain proficiency with the disguise kit or
  poisoner's kit.
  Swift movement
  Swift movement
  Starting at 9th level, you gain proficiency in the athletics skill.
  If you are already proficient, you may double your proficiency
  bonus for this skill.
  Additionally choose one of the following pairs of features to
  gain:
  Increase your movement speed by 10ft, and be able to
  move through, but not stop in, any other creature's space.
  You gain a climbing speed equal to your walking speed,
  and can use your reaction to reduce falling damage by
  1d10 + your rogue level.
  You gain a swimming speed equal to your movement
  speed, and you can hold your breath for twice as long as
  normal.
  Honed Reflexes
  Honed Reflexes
  At 13th level, you have advantage on initiative rolls.
  Improved Tricks
  Improved Tricks
  At 17th level, you have better mastered your ninja tricks. Your
  ninja tricks gain their improved traits.
  Additionally, you learn the Shadow Strike Trick.
  Shadow Strike. If you take the Attack action on your turn,
  you can make one additional attack as a bonus action. This
  attack can benefit from your Sneak Attack even if you have
  already used it this turn, but you can't use your Sneak Attack
  against the same target more than once in a turn.
  Tricks
  Tricks
  The tricks are presented in alphabetical order.
  Ensnaring Grapple. Using your agility and a sash like tool,
  you're able to grapple a creature, within 5ft of you, as a bonus
  action.
  Improved: You may use athletics (Dexterity) instead of
  athletics (Strength).
  Glass Packet. You throw a packet of glass shards at a
  creature within 30ft of you as a bonus action. The satchel is a
  ranged weapon that deals 1d4 piercing damage, and on hit
  reduces the creatures speed by 5ft until the end of their next
  turn. This attack can not benefit from your sneak attack
  feature.
  Improved: The glass packet now deals 2d4 damage, and
  reduces the affected creatures speed by an additional 5ft.
  Oil Slick. You throw a flask of a slippery substance at a
  creature within 30ftof you as a bonus action. The creature
  must make a dexterity save, or fall prone.
  Improved: The oil now affects a 10ft cube area instead of
  only one creature
  24
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  25/34
  Pocket Sand. You throw a fistful of sand at a creature within
  5ft of you as a bonus action. The creature is blinded until the
  end of the current turn.
  Improved: At the end of the current turn, the creaute must
  make a constitutions saving throw. On a fail, they stay blinded
  until the end of their next turn.
  Poison Needle. You jab a creature within 5ft of you with a
  poisoned needle. They must make a constitution save or be
  poisoned for 1d4 rounds.
  Improved: The poison needle now deals 2d6 poison
  damage on a failed save, half as much on a success.
  Smokebomb. You throw a smokebomb on to a space
  within 30ft of you as a bonus action. The smokebomb creates
  enough dense smoke to obscure the 5ft cube it lands in until
  the start of your next turn. The smoke is dispersed by a
  moderate or stonger wind.
  Improved: The smokebomb now covers a 10ft cube.
  Sorcerers
  Sorcerers
  Floramancer
  Floramancer
  Floramancers, are sorcerers who were born with a special
  link to nature. It's not entirely known how the bloodline was
  created, but many suspect it was due to breeding between
  druids and divine souls. These sorcers have an uncanny bond
  with nature, able to communicate with animals and plants
  much like a druid, but still control magic like a sorcerer.
  Nature Magic
  Nature Magic
  Your link to the planet allows you to learn spells normally
  associated with the Druid class. When your Spellcasting
  feature lets you learn a sorcerer cantrip or a sorcerer spell of
  1st level or higher, you can choose the new spell from the
  druid spell list or the sorcerer spell list. You must otherwise
  obey all the restrictions for selecting the spell, and it becomes
  a sorcerer spell for you.
  In addition, choose an affinity for the source of your nature
  power: Preservation, Harmony, Growth, or Decay. You learn
  an additional spell based on that affinity, as shown below. It is
  a sorcerer spell for you, but it doesn't count against your
  number of sorcerer spells known. If you later replace this
  spell, you must replace it with a spell from the druid spell list.
  Affinity
  Affinity
  Spell
  Spell
  Preservation
  goodberry
  Harmony
  speak with animals
  Growth
  entangle
  Decay
  create or destroy water
  One with Nature
  One with Nature
  Starting at first level, you gain the following benefits due to
  your link to nature:
  Your HP increases by 1 per sorcerer level
  You gain proficiency in the Nature skill
  Your skin is tought like bark, granting you a natural AC of
  12 + dex
  Nature's Ally
  Nature's Ally
  Starting at 6th level, you learn to call upon nature's wrath to
  assist you. AS an action, you may spend a number of sorcery
  points between 1 and 5. for each point spent, an animal or
  plant strikes out against a target you select, dealing 1d4 + 1
  damage.
  You may spend a number of points equal to your sorcerer
  level between long rests.
  One with the Land.
  One with the Land.
  Starting at 14th level, you may choose a favored terrain from
  the list below. You gain the accosiated effect:
  Terrain
  Terrain Efffect
  Efffect
  Mountain You gain a climbing speed equal to your walking
  speed
  Sea
  You are able to breathe underwater and have a
  swimming speed equal to your walking speed
  Forest
  Your natural AC increases to 15 + dex
  Plains
  Your speed increases by 10ft, and you can dash
  as a bonus action
  Champion of Nature
  Champion of Nature
  At 18th level, you have become a champion of nature. As an
  action, you can spend 6 sorcery points, to shape shit into an
  elemental. You can choose between Fire, Water, Earth, and
  Air. Once you do this, you can't transform again until you
  finish a long rest.
  25
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  26/34
  Warlocks
  Warlocks
  The Blessing
  The Blessing
  Your patron is a powerful being of another plane. You have
  bound yourself to a giving fiend, loving god, or another being
  who loves to give boons. Your pact with that being bestows
  you with ability to share your patrons generosity.
  Expanded Spell List
  Expanded Spell List
  The following spells are added to the warlock spell list for
  you.
  Spell Level
  Spell Level
  Spells
  Spells
  1st
  bless, shield of faith
  2nd
  enhance ability, pass without trace
  3rd
  haste, protection from energy
  4th
  greater invisibility, polymorph
  5th
  skill empowerment, holy weapon
  Bonus Cantrips
  Bonus Cantrips
  At 1st levelm you learn the guidance and resistance cantrips.
  They count as warlock cantrips for you, but they don't count
  against your number of cantrips known.
  Patron's Blessings
  Patron's Blessings
  At first level, you gain the ability to spread your patron's
  blessing to others. When you do, you gain a small boon from
  your patron. Every time your cast a spell on another creature
  to aid them, you gain a number of temporary hit points equal
  to your charisma modifier + the spell level.
  Reciprocity
  Reciprocity
  Starting at 6th level, whenever you cast a buff spell ov level 3
  or lower on another creature, you can also cast that spell on
  yourself for no cost. Once you use this feature, you can not
  use it again until you finish a short or long rest.
  Nothing comes for Free
  Nothing comes for Free
  Starting at 10th level, you may cast buff spells of level 2 or
  lower on unwilling creatures. When you do so, all hostile
  creatures that were buffed, take an extra 1d6 psychic damage
  everytime they take damage. You can do this once between
  rests.
  Generous Blessings
  Generous Blessings
  At 14th level, you learn to better spread your patron's
  blessings. When you cast a buff spell, you may target twice
  the number of creatures. When you do this, you can not use
  your 'Reciprocity' feature simultaneously. Once you use this
  feature, you can't use it again until you finish a long rest.
  Casting and Invocations
  Casting and Invocations
  For the purposes of these features, casting refers to expending
  a spell slot to cast a spell. Using an invocation like Shroud of
  Shado, does not work in these cases.
  Eldritch Invocations
  Eldritch Invocations
  Agathys' Blessing
  Agathys' Blessing
  When you cast Armor of Agathys, you may now cast it as if it
  had a range of touch instead of self.
  Blessed Gift
  Blessed Gift
  Prerequisite: 15th level
  You are permanently under the effects of the bless spell.
  Collector's Eye
  Collector's Eye
  Prerequisite: 15th level and eldritch blast
  Whenever you hit a target with eldritch blast, the next attack
  against them is made with advantage.
  Shapeless Form
  Shapeless Form
  Prerequisite: 7th level
  You can cast polymorph on yourself without expending a spell
  slot. Once you use this feature, you can't use it again until you
  finish a long rest.
  Beyond my Reach
  Beyond my Reach
  Prerequisite: 5th level
  Whenever you cast a spell with a range of touch, you may cast
  it as if the range of that spell was 15ft.
  26
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  27/34
  Wizards
  Wizards
  School of Chronomancy
  School of Chronomancy
  Chronomancy is the study of time magics such as haste, and
  slow. Chronomancers often have wildly different lifespans,
  due to their constant manipulation of time.
  Arrive on Time
  Arrive on Time
  Starting at 2nd level, your skill with time allows you to act
  faster. You may add your proficiency modifier to your
  initiative rolls.
  Borrowed Time
  Borrowed Time
  Starting at 2nd level, you can use a bonus action, speed up
  time around yourself to give yourself an additional action this
  turn. Doing so expends a spell slot of first level or higher. On
  your next turn, you lose one action, as time around you slows
  down back to the natural position.
  Flow Control
  Flow Control
  Starting at 6th level, you study of time, has left you with the
  ability to speed and slow creatures in combat. When initiative
  is rolled, and on a bonus action on each of your turns, you
  may increase or decrease a creatures initiative by up to your
  intelligence modifier.
  Fast Forward
  Fast Forward
  Starting at level 10, you may use an action to hurl yourself
  and up to one other creature, within 5 ft of you, forward in
  time. If the creature is unwilling, they must first make a
  wisdom saving throw, being hurled forward in time with you
  on a failed save.
  You and any affected creatures disappear from your current
  locations, and reapear in the closest empty space up to 5
  rounds later (your choice) at the end of your turn that round.
  Once you have used this ability, you can't use it again until
  you finish a short or long rest.
  Chains of Time
  Chains of Time
  Starting at 14th level, you may use an action to suspend a
  creature or object, within 30 ft of you, in the Chains of Time.
  These chains last for as long as you wish, but require you to
  maintain concetration on them. If you try to bind an unwilling
  creature, it must make a wisdom saving throw, and is bound
  on a failure.
  While suspended, the creature/object is immune to all
  damage and conditions, it can not be aged, moved or
  otherwise affected by a spell, ability or attack. If the creature
  is bound for 4 or more hours, it is treated as having long
  rested.
  You may only call upon the chains once per long rest.
  School of Cryomancy
  School of Cryomancy
  Cryomancy is the study of cold magics such as cone of cold,
  and ice knife. Cryomancers often choose to live in cold
  climates, to bring themselves closer to the area of expertise.
  Cryomancers often twist other non cold spells like fireball to
  fit themselves.
  Ice Savant
  Ice Savant
  Starting at 2nd level, whenever you prepare a spell that deals
  fire or lightning damage, you may instead choose that it deals
  cold damage and takes the form of an ice spell. You can apply
  this change to a number of spells equal to your proficiency
  modifier.
  Additionally, you learn the ray of frost cantrip.
  Ice Armor
  Ice Armor
  Starting at 2nd level, whenever you are under the effects of
  the shield or mage armor spells, you gain an icy aura. Any
  melee atack that hits you, deals an amount of cold damage to
  the attacker equal to your intelligence modifier.
  Slowing Cold
  Slowing Cold
  Starting at 6th level, the first time you deal cold damage to a
  creature on your turn, their speed is reduced by 10ft and they
  have disadvantage on dexterity saves until the start of your
  next turn. This has no effect if your spell does no damage and
  does not stack with any other slowing effects.
  Icy Terrain
  Icy Terrain
  Starting at level 10, whenever you cast a spell that deals cold
  damage in an area, the affected area is treated as magical
  difficult terrain for the next minute.
  Biting Cold
  Biting Cold
  Starting at 14th level, you may unleash a terrifying ice storm.
  This storm behaves exactly the same as the spell ice storm,
  except the duration is increased to 5 rounds. The storm deals
  2d8 bludgeoning damage, and 4d6 cold damage to all
  creatures inside. Creatures take half the initial damage again
  at the end of their turn if they are still inside the storm. Once
  you use this feature, you can't use it again until you finish a
  long rest.
  27
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  28/34
  School of Electromancy
  School of Electromancy
  Electromancy is the study of lightning magics such as
  lightning, and thunder step. Electromancers are often seen as
  quick to act, and reckless, much like the element they study.
  It's not unheard of for Electromancers to "improve" other
  spells, by contorting them to lightning spells.
  Lightning Savant
  Lightning Savant
  Starting at 2nd level, whenever you prepare a spell that deals
  fire or cold damage, you may instead choose that it deals
  lightning damage and takes the form of a lightning spell. You
  can apply this change to a number of spells equal to your
  proficiency modifier.
  Additionally, you learn the shocking grasp cantrip.
  Lightning Reflexes
  Lightning Reflexes
  Starting at 2nd level, if you cast a spell that deals lightning
  damage, you may add 10 to your speed amd 2 to your
  dexterity saves, until the start of your next turn.
  Electroshock
  Electroshock
  Starting at 6th level, if you make a melee weapon attack
  against a creature, hit or miss, you may cast shocking grasp
  against that same target, as a bonus action. If the initial
  attack hit, you have advantage to hit with shocking grasp.
  Thunderbolt Rush
  Thunderbolt Rush
  Starting at 10th level, whenever you cast a single target spell
  that deals lightning damage, you may move up to 10ft directly
  towards the target. If this movement would move you within
  5ft of the target, you may cast shocking grasp against that
  same target, as a bonus action.
  Lightning Burst
  Lightning Burst
  Starting at 14th level, you can unleash a burst of electricy
  from your body. Every creature you choose, within 10ft of you
  must make a dexterity saving throw. On a failed save, they
  take 4d6 lightning damage, and can not take reaction. They
  take half as much damage on a successful save. Once you use
  this feature, you can't use it again until you finish a long rest.
  School of Pyromancy
  School of Pyromancy
  Pyromancy is the study of fire magics such as fireball, and
  wall of fire. Pyromancers are often seen as hot headed, and
  violent, much like the fire they shape. However, pyromancers,
  have also been known to use this destructive element to tear
  down tyrants, and save the commons.
  Fire Savant
  Fire Savant
  Starting at 2nd level, whenever you prepare a spell that deals
  lightning or cold damage, you may instead choose that it
  deals fire damage and takes the form of a fire spell. You can
  apply this change to a number of spells equal to your
  proficiency modifier. Additionally, you learn the fire bolt
  cantrip.
  Artillery Fire
  Artillery Fire
  Starting at 2nd level, whenever you cast a spell that requires
  a ranged attack and deals fire damage, you may add your
  dexterity modifier to the attack roll.
  Split Fire
  Split Fire
  Starting at 6th level, you learn to divy up your fire magic.
  Whenever you cast a fire spell that requires a ranged attack,
  you may opt to attack multiple creatures instead. When you
  do this, divide the total possible damage dice for the spell
  amongst all targets as you choose. You must roll to hit each
  target individually.
  Barrage
  Barrage
  Starting at 10th level, whenever you cast an instantaneous
  spell that deals fire damage in an area, you may target each
  creature hit with a single scorching ray for free. When you do
  this, you must choose to target every creature or none of
  them. Once you use this feature, you can not use it again until
  you finish a short or long rest.
  Firestorm
  Firestorm
  Starting at 14th level, you learn to unlease a devastating
  volley upon your foes. As an action, you can create a barrage
  of 3d4 firebolts. These firebolts are treated as if they were
  cast by a level 1 spell caster, and each may target any creature
  of your choice within range. Once you use this ability, you
  can't use it again until you finish a long rest.
  28
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  29/34
  School of Terramancy
  School of Terramancy
  Terramancy is the study of earth magics such as bones of the
  earth and earthquake. Terramancers are often viewed as a
  hardy bunch, as tough and dependable as the element they
  study. Terramancers have been known to help build cities, or
  tear them down during wartime.
  Earth Savant
  Earth Savant
  Starting at 2nd level, whenever you prepare a spell that deals
  fire or cold damage, you may instead choose that it deals
  bludgeoning damage and takes the form of a rock spell. You
  can apply this change to a number of spells equal to your
  proficiency modifier. Additionally, you learn the mold earth
  and magic stone cantrips, they count as wizard spells for you.
  Aegis of Stone
  Aegis of Stone
  Starting at 2nd level, your work with the element of earth has
  left you more hardy then most other wizards. Your HP
  increases by 2, and you gain an additional 1 HP every time
  you attain a new level in the wizard class.
  Additionally, whenever you are under the effects of the
  mage armor spell, you gain a stony coating. This coating
  grants you an additional 2 AC so long as you are not weaing
  armor.
  Roots of the Mountain
  Roots of the Mountain
  Starting at 6th level, you have advantage on any ability checks
  or saving throws to resist being forcefully moved.
  Tectonic Strength
  Tectonic Strength
  Starting at 10th level, when a spell you cast deals
  bludgeoning damage to a creature you may add your
  constitution to the damage dealt. This extra damage may only
  be applied to a creature once per turn.
  Unmoving Bulwark
  Unmoving Bulwark
  Starting at level 14, so long at you don't move on your turn,
  you gain resistance to slashing, piercing, and bludgeoning
  damage until the start of your next turn.
  29
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  30/34
  Spells
  Spells
  T
  he following spells have been added for this
  setting, and any others you may want to use
  them in. Each spell description will have a list
  of classes that have access to them.
  Cantrips (0 Level)
  Cantrips (0 Level)
  Arcane Buckler
  Spectral Knives
  Stone Hammer
  2nd Level
  2nd Level
  Freezing Smite
  Gaze of the Chaos God
  Hel's Touch
  Word of Desolation
  3rd Level
  3rd Level
  Shape Plant
  Greater Bane
  Greater Bless
  Arcane Buckler
  Arcane Buckler
  Abjuration Cantrip
  Casting Time: 1 reaction
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer, Wizard
  You quickly scrounge up a crude magical barrier. When
  targeted by an attack, you may use your reaction to boost
  your AC by 2 against the triggering attack.
  Freezing Smite
  Freezing Smite
  2nd-level Evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Conc. Up to 1 minute
  Classes: Paladin
  The next time you hit a creature with a melee weapon
  attack, the attack deals an extra 3d4 cold damage.
  Additionally, the creature must make a Strength saving throw,
  or be restrained as it is covered in ice. The creature can use
  an action to make a Strength save against your spell save DC
  to break free.
  At Higher Levels. The initial extra damage dealt by the
  attack increases by 1d4 for each slot above 1st.
  Gaze of the Chaos God
  Gaze of the Chaos God
  2nd-level Chaos
  Casting Time: 1 action
  Range: 60ft
  Components: V, S
  Duration: Up to 30 seconds
  Classes: Bard, Warlock, Sorcerer, Wizard,
  Your gaze pierces a creature within range, inflicting a
  random effect on them. Roll a d10, and consult the below
  chart to determine what happens.
  d10
  d10
  Effect
  Effect
  Save Type
  Save Type
  Duration
  Duration
  1
  Blindness
  Charisma
  30 seconds
  2
  Charmed
  Charisma
  30 seconds
  3
  Deafness
  Constitution
  30 seconds
  4
  Frightened
  Wisdom
  30 seconds
  5
  Incapacitated
  Intelligence
  30 seconds
  6
  Invisible
  None
  30 seconds
  7
  Paralyzed
  Intelligence
  30 seconds
  8
  Petrified
  Constitution
  30 seconds
  9
  Poisoned
  Constitution
  30 seconds
  10
  Prone
  None
  Instantaneous
  If the creature fails the associated save, they suffer the
  effect ofr the duration. They may make a save to end the
  effect at the end of each of their turns.
  Greater Bane
  Greater Bane
  3rd-level Enchantment
  Casting Time: 1 minute
  Range: 30ft
  Components: V, S, M (a drop of blood)
  Duration: Conc. Up to 1 minute
  Classes: Bard, Cleric
  One creature of your choice that you can see within range
  must make Charisma saving throw. If the creature fails this
  saving throw and makes an attack roll or a saving throw
  before the spell ends, the target must roll 2d4 and subtract
  the total rolled from the attack roll or saving throw. On a
  successful save, the target must roll a d4 and subtract the
  number rolled from attack rolls and saving throws.
  At Higher Levels. When you cast this spell using a spell slot
  of 2nd level or higher, you can target one additional creature
  for each slot level above 1st.
  30
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  31/34
  Greater Bless
  Greater Bless
  3rd-level Enchantment
  Casting Time: 1 minute
  Range: 30ft
  Components: V, S, M (a drop of blood)
  Duration: Conc. Up to 1 minute
  Classes: Bard, Cleric
  You bless a creature of your choice within range. Whenever
  the target makes an attack roll or a saving throw before the
  spell ends, the target can roll a 2d4 and add the total rolled to
  the attack roll or saving throw.
  Hel's Touch
  Hel's Touch
  2nd-level Necromancy
  Casting Time: 1 action
  Range: 60ft
  Components: V, S
  Duration: Instantaneous
  Classes: Warlock, Sorcerer, Wizard
  You create and fire 3 spectral scythes. For each scythe,
  target and make a ranged spell attack against a creature
  within range. Each scythe deals 2d4 necrotic damage. When
  a creature is hit by multiple scythes, the damage for each
  scythe is increased by one die sized for each scythe that hits,
  to a maximum die size of d12. For example, when a creature
  is hit with 3 scythes, they take 6d8, 2d8 from each scythe.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you create an additional scythe for
  each slot level above 2nd.
  Shape Plant
  Shape Plant
  3rd-level Transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Druid
  You spend a minute magically growing a plant and shaping
  it's growth. This may target a single plant such as a tree, or a
  cluster of plants, like a patch of flowers or grass. The plant
  can grow up to 10ft in any direction of your choice, slowly
  pushing anything not too heavy to move, out of it's way as it
  grows.
  Spectral Daggers
  Spectral Daggers
  Conjuration Cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  Classes: Bard, Sorcerer, Warlock, Wizard
  As an an action, you summon one or two two spectral
  daggers into your empty hands. As part of the same action,
  you may make a melee spell attack against a target within 5ft.
  If you summoned two daggers, you can attack as a bonus
  action with the other dagger, following the usual dual
  wielding rules.
  These daggers each deal 1d4 + spellcasting modifier
  damage. The damage increases by 1d4 at 5th, 11th, and 17th
  level.
  Stone Hammer
  Stone Hammer
  Evocation Cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Druid, Sorcerer, Wizard
  You launch a stone fist into a creature within 5ft of you.
  With a successful melee spell hit, this fist deals 1d8
  bludgeoning damage, and pushes the target back 5ft.
  The damage increases by 1d8 at 5th, 11th, and 17th level.
  Word of Desolation
  Word of Desolation
  2nd-level Evocation
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V
  Duration: Instantaneous
  Classes: Cleric
  You utter a single word, a truth of the world's end, bringing
  ruin upon a location. Each creature in a 30-foot cone must
  make a Wisdom saving throw. A creature takes 3d8 necrotic
  damage on a failed save, or half as much damage on a
  successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the spell deals an additional 1d8
  damage for each slot level above 2nd.
  31
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  32/34
  Combat Options
  Combat Options
  T
  he following options are designed to give more
  versatility in combat by offering players more
  ways to use the Attack action or the Cast a
  Spell action when utilizing cantrips meant for
  combat.
  Melee Options
  Melee Options
  These combat options are available whenever you make a
  melee weapon attack.
  Aimed Strike: As a bonus action you can stand still, reducing
  your movement speed to 0 until the start of your next turn
  (provided you haven't already used any of your movement this
  turn) and gain advantage on your next melee weapon attack.
  This cannot be used in conjunction with the Extra Attack or
  Sneak attack class features.
  Cleave: You swing your weapon in an arc around you. Make a
  separate attack roll against up to three creatures within 5 feet
  of you. These attack rolls all have disadvantage. Each
  successful hit deals normal weapon damage, but does not
  apply your ability modifier.
  Disarming Strike: You try to wrest an item from an enemy's
  grasp with your weapon. Make a melee attack against a
  creature; on a successful hit, the target must succeed on a
  Strength saving throw (DC determined by your attack roll) or
  drop one item they are holding of your choosing; the item
  falls at the target's feet. As an interaction, you can kick the
  weapon a number of feet equal to your Strength score
  directly away from the target. This attack deals damage equal
  to 1 + your Strength modifier in lieu of normal weapon
  damage.
  Dropkick: You jump and kick at a creature. On a successful
  hit, the target must succeed on a Strength saving throw (DC
  determined by your attack roll) or be knocked prone.
  Whether the attack succeeds or fails, you are also knocked
  prone. This attack deals damage equal to 1 + your Strength
  modifier in lieu of normal damage.
  Leaping Strike: You fly through the air to deliver your attack
  with additional force. When you use your action to Dash and
  move at least 10 feet towards the target, you can use a bonus
  action to make one melee weapon attack. On a successful hit,
  the attack deals extra damage equal to 3 + your Strength
  modifier, and attacks against you have advantage until the
  end of your next turn.
  Polearm Push: While wielding a weapon with the Reach
  property (that is not a whip), you can use your action to shove
  up to three creatures, all of whom must be within 5 feet of
  you and of each other. Each target must succeed on a
  Strength saving throw or be pushed 5 feet away from you.
  Make a Strength (Athletics) check, rolling one additional d20
  for each creature you try to push beyond the first. Use the
  lowest roll to set the DC for all targeted creatures' saving
  throws.
  Unrelenting Charge: You burst through an enemy's defenses
  with brute force and speed. When you use your action to
  Dash and move at least 20 feet in a straight line, you can use
  your bonus action to make one melee attack. This attack
  ignores the target's shield bonus to AC, and attacks against
  you have advantage until the start of your next turn.
  Ranged Options
  Ranged Options
  These combat options are available whenever you make a
  ranged weapon attack.
  Aimed Shot: As a bonus action you can stand still, reducing
  your movement speed to 0 until the start of your next turn
  (provided you haven't already used any of your movement this
  turn) and gain advantage on your next ranged weapon attack.
  This cannot be used in conjunction with the Extra Attack or
  Sneak Attack class features.
  Hamstring Shot: You take careful aim at a creature in an
  attempt to maim it. Make a ranged attack roll. On a
  successful hit, the target must succeed on a Dexterity saving
  throw (DC determined by your attack roll) or have its speed
  halved until the end of your next turn. This attack deals
  damage equal to 1 + your Dexterity modifier in lieu of the
  normal weapon damage. This option can only be performed
  with bows, crossbows, and weapons with both the Thrown
  and Finesse properties (only when the weapon is thrown).
  Meteor Strike: You hurl your weapon at a creature within
  range. On a successful hit, the target must succeed on a
  Strength saving throw (DC determined by your attack roll) or
  be knocked prone. This attack deals damage equal to 1 +
  your Strength modifier. This option can only be performed
  using weapons with the Thrown property that deal
  bludgeoning damage.
  Rapid Fire: If you made an Attack action this turn, you can
  use a bonus action to make an additional attack. this attack
  does not apply your ability modifier to attack or damage rolls.
  This option can only be performed with a short or long bow.
  Spellcasting Options
  Spellcasting Options
  These combat options are available whenever you use a
  cantrip requiring an attack roll or a saving throw.
  Aimed Spell: As a bonus action you can stand still, reducing
  your movement speed to 0 until the start of your next turn
  (provided you haven't already used any of your movement this
  turn). If the spell requires an attack roll, you do so with
  advantage; if the spell requires a saving throw from the
  target, they make it with disadvantage.
  Blinding Spell: You target a creature with a cantrip requiring
  a ranged spell attack. On a successful hit, the target must
  succeed on a Dexterity saving throw (DC determined by your
  attack roll) or be blinded until the end of your next turn. This
  attack deals 1 damage, which increases to 1d4 at level 5, 1d6
  at level 11, and 1d8 at level 17.
  32
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  33/34
  Charged Spell: You steady yourself in order to unleash your
  cantrip in an exceptionally potent way. As a bonus action you
  can stand still, reducing your movement speed to 0 until the
  start of your next turn (provided you haven't already used any
  of your movement this turn). The next time you cast a damage
  dealing cantrip, the attack roll is made with disadvantage or
  the target's saving throw is made with advantage. On a
  successful hit, the spell does extra damage equal to your
  spellcasting ability modifier.
  Forceful Impact: You channel your magical energy in such a
  way that it unleashes physical force upon your enemies.
  Target a creature with a melee cantrip. On a successful hit,
  the target must succeed on a Strength saving throw (DC
  determined by your attack roll) or be pushed 5 feet away from
  you. This attack deals 1 damage. The damage increases to
  1d4 at level 5, 1d6 at level 11, and 1d8 at level 17.
  Cooperative Options
  Cooperative Options
  The following options require the combined efforts of two or
  more allies to acheive their desired result.
  Buddy-Pickup: You can use your action to lift an ally onto a
  mount you are currently riding. The mount must be capable
  of supporting 2 riders and you must be able to reach the ally
  from your mounted position. Your mount cannot use the
  Dash action until the start of your next turn.
  Catch: Using your reaction, you attempt to catch a falling ally.
  Make a Dexterity saving throw (DC = 5 + half the number of
  feet fallen). If you succeed, you reduce the fall damage taken
  by 1d6 + 6. If you fail, your ally lands on top of you taking
  normal damage, and you take an amount of damage equal to
  1d4 for every 10ft they fell. You must be within 5ft of where
  they are landing in order to use this option.
  Intervene: You throw yourself in harm's way to protect an
  ally. As a reaction, you can interpose yourself between an ally
  within 5 feet of you and an enemy attacking them. You can
  declare this before or after the attack roll is made, but before
  the DM determines if it succeeds. Once you choose to
  Intervene, the attack automatically hits you (regardless of the
  attack roll) and deals normal damage, leaving your ally
  unscathed.
  Shield Launch: You offer yourself as a platform to launch an
  ally into the air. As a reaction, you brace your shield in
  preparation for an ally's jump. You add your Strength
  modifier to the height of their jump (all other rules for high
  jumping apply). You must have a Stregnth score of 12 or
  higher and hold a shield to use this option.
  33
  
  2/3/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/Bk5l8Xdwm?dialog=true
  34/34
  Races
  Races
  Fairyfolk
  Fairyfolk
  Fairyfolk Traits
  Fairyfolk Traits
  Fairyfolk are fey creatures with the following traits.
  Ability Score Increase. Your dexterity increases by 2.
  Age. Fairyfok reach physical maturity around the same age
  as humans, but live for much longer. The average fairy lives to
  the age of about 1000.
  Alignment. Fairies are nomadic and free spirited
  creatures, and thus tend to lean towards a chaotic
  alignments.
  Size. Fairies are about the same size as humans. Your size
  is medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Accusomed to the fey wilds, fairies have
  superior vision in the dark. You can see in dim light within 60
  feet of you as if it were bright light, and in darkness as if it
  were dim light. You can't discern color in darkness, only
  shades of gray.
  Fey Ancestry. You have advantage on saves against being
  charmed, and magic can't put you to sleep.
  Limited Flight. All fairies are capable of limited flight,
  more akin to gliding. They are always under the affects of
  featherfall, unless they are unconcious or restrained, and can
  move laterally while falling with a speed of 15 feet.
  Languages. You can speak, read, and write Common and
  Sylvan.
  Pixie
  Pixie
  Pixies are fairies with a natural ability to use nature based
  magics.
  Ability Score Increase. Your wisdom increases by 1.
  Nature's Ally. You have proficiency in Nature.
  Pixie Magic. You know the druidcraft cantrip. Additionally,
  you can cast the below spells once per long rest once you
  reach the required level. Wisdom is your Spellcasting ability
  for these Spells.
  Spell
  Spell
  Required Level
  Required Level
  entangle
  1st
  barkskin
  3rd
  Sprite
  Sprite
  Sprites are fairies with a natural ability to use illusion based
  magics.
  Ability Score Increase. Your intelligence increases by 1.
  Keen Mind. You have proficiency in Investigation.
  Sprite Magic. You know the minor illusion cantrip.
  Additionally, you can cast the below spells once per long rest
  once you reach the required level. Intelligence is your
  Spellcasting ability for these Spells.
  Spell
  Spell
  Required Level
  Required Level
  disguise self
  1st
  invisibility
  3rd
  Nymph
  Nymph
  Nymphs are fairies with a natural ability to use enchantment
  based magics.
  Ability Score Increase. Your charisma increases by 1.
  Beguiling Tempter. You have proficiency in Persuasion.
  Sprite Magic. You know the vicious mockery cantrip.
  Additionally, you can cast the below spells once per long rest
  once you reach the required level. Charisma is your
  Spellcasting ability for these Spells.
  Spell
  Spell
  Required Level
  Required Level
  charm person
  1st
  suggestion
  3rd
  34
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Player Options for the Nine Realms.pdf