TEXT:  
   
   
  Rats in the Rain presents:  
  Characters of Class 
   
  3 new races, 3 new sub-races 
  2 new base classes 
  6 new options for existing classes 
  New feats and spells 
   
  A handbook of class options for the 5
  th edition of the 
  world’s greatest role playing game. 
   
  By G Christopher Dyson & K S Dyson 
   
  
   
  2 
  Characters of Class 
  A character options handbook for the 5th edition of a popular role playing game 
  Written by G Christopher Dyson & K S Dyson 
  Published by Rats in the Rain 
  ISBN 978-0-9945084-6-1 
  ©2016 G Christopher Dyson 
  All rights reserved 
   
   
   
  Contents 
  Introduction ............................................................................................................................................ 4 
  New Races and Sub-Races ...................................................................................................................... 4 
  Half-Orog ............................................................................................................................................. 4 
  Winter-Elf ............................................................................................. Error! Bookmark not defined. 
  Sea-elf .................................................................................................. Error! Bookmark not defined. 
  Ratkin .................................................................................................................................................. 6 
  The Rodent Reputation ................................................................................................................... 6 
  Ratkin Names .................................................................................................................................. 6 
  Ratkin Traits .................................................................................................................................... 6 
  
   
  3 
  Willow ................................................................................................................................................. 6 
  Welcome Wanderers ...................................................................................................................... 6 
  Willow Names ................................................................................................................................. 7 
  Willow Traits ................................................................................................................................... 7 
  Vulgorn ................................................................................................................................................ 7 
  Avian Arrogance .............................................................................................................................. 7 
  Vulgorn Names ................................................................................................................................ 7 
  Vulgorn Traits .................................................................................................................................. 8 
  Base Classes ............................................................................................................................................ 8 
  Holy Stalker ......................................................................................................................................... 8 
  Light hiding in darkness .................................................................................................................. 8 
  Prepared to pay a price ................................................................................................................... 8 
  Class Features ................................................................................................................................. 9 
  Oath of Silence .............................................................................................................................. 11 
  Holy Stalker Spells ......................................................................................................................... 13 
  Multiclassing ................................................................................................................................. 13 
  Ooze-Adept ....................................................................................................................................... 14 
  Madness of the ooze ..................................................................................................................... 14 
  Mystery of Slime ........................................................................................................................... 14 
  Class Features ............................................................................................................................... 14 
  Ooze-Adept Spells: ........................................................................................................................ 18 
  Multiclassing ................................................................................................................................. 19 
  Archetypes for existing classes ............................................................................................................. 19 
  Barbarian Totem Warrior: Toad and Shark ....................................................................................... 19 
  Totem Spirit ................................................................................................................................... 19 
  Aspect of the Beast ....................................................................................................................... 19 
  Totemic Attunement ..................................................................................................................... 20 
  Ocean Druid ...................................................................................................................................... 20 
  Sewer Druid ....................................................................................................................................... 20 
  Rune-Hammer ................................................................................................................................... 21 
  Warlock: Otherworldly Patron: The Light ......................................................................................... 21 
  New Feats.............................................................................................................................................. 22 
  Recharge ....................................................................................................................................... 22 
  Light Armour Mastery ................................................................................................................... 22 
  Unarmoured Defence Mastery ..................................................................................................... 22 
  New Spells ............................................................................................................................................. 23 
  Elemental Gift ................................................................................................................................... 23 
  Ice Shard............................................................................................................................................ 23 
  Lightning Spear ................................................................................................................................. 23 
  Magic Shield ...................................................................................................................................... 23 
  Acknowledgements ............................................................................................................................... 24 
  OPEN GAME LICENSE ............................................................................................................................ 24 
   
   
  
   
  4 
  Introduction 
  Welcome to the fifth and certainly not final 
  volume in this series of class option manuals. 
  In previous volumes, we have presented a handful 
  of new classes and new class options. This volume 
  contains a lot more; including some of the new 
  rules presented in Rats in the Rain adventures. The 
  format has changed a little to include more rules in 
  a single volume, but my aim is still to provide a 
  variety of ideas so that more than one player at 
  the table can benefit. 
  This includes three new races and three new sub-
  races that can be added to the existing rules. 
  Each of these will be finding their way into future 
  Rats releases. 
  The Winter-Elf will be seen in a mini-epic currently 
  being worked on called “Endloser Kiroona”. The 
  Vulgorn race will play a part in some forth coming 
  modules. 
  And the sewer druid was used by a key NPC in the 
  recently published Rats in the Rain trilogy. 
   
  There are no options here for Dragonborn as we 
  decided to put a separate volume out specifically 
  on the draconic theme. Nature of Dragons will be 
  out later in 2016 featuring some race options for 
  dragonborn, more options for draconic sorcerers 
  and a few other treats for players who like breath 
  weapons.  
  New Races and Sub-Races 
  Half-Orog 
  Mostly half-orcs come from the same stock. The 
  blood is mixed, but essentially from typical orcs 
  and typical humans 
   
  But some orcs are different and their progeny is 
  different too. The Orog is a more intelligent and 
  dangerous kind of orc and when they combine 
  their blood with humans, they produce a more 
  human, more intelligent child. 
   
  The half-orog is a subrace of half-orc and as such 
  these traits modify the existing half-orc as 
  described in the core rules: 
   
  Ability Score Increase: Your Strength score is 
  increased by 2 and your intelligence score is 
  increased by 1 
   
  Darkvision: You gain the same darkvision as a 
  half-orc. 
   
  Relentless Endurance: You gain relentless 
  endurance like a half-orc 
   
  Languages: You can speak common and orc, just 
  like a half-orc. 
   
  Half-Orogs do not gain Menacing Brute or Savage 
  Attack. In place of these, the half-orog gains the 
  following: 
   
  Martial Weapon Proficiency: You gain proficiency 
  with Great axe and Javelin 
   
  Skill Versatility: You gain proficiency with two 
  skills of your choice. 
   
   
   
   
   
  
   
  5 
  Winter-elf 
  The Winter-elf is a specific subrace of elf living in 
  the remote northern climbs. They have pale skin 
  and are a little stockier than other elves. 
   
  As a Winter-elf, you have a hardy body which is 
  used to the rigors of the cold. You are well 
  acquainted with the snow and ice, yet more 
  primitive than other types of elves. 
   
  In addition to all features of being an elf, you gain: 
   
  Ability Score Increase: Your Constitution score 
  increases by 1. 
   
  Elf Weapon Training. You have proficiency with 
  the spear, javelin, dart, and pike. 
   
  Extra Language. You can speak, read, and write 
  one extra language of your choice. 
   
  Mask of the Wild. You can attempt to hide even 
  when you are only lightly obscured by foliage, 
  heavy rain, falling snow, mist, and other natural 
  phenomena. 
   
  Sea-elf 
  The Sea-elf subrace come from elven cities that sit 
  next to oceans. They spend so much time in the 
  and around the water that they have adapted to 
  be able to live in it; some even have dwellings 
  under the water or in submerged caves. 
   
  They tend to dress light to facilitate swimming and 
  have colourful hair varying between red, blue, 
  green or even gold. The colouring has earned them 
  the nickname Coral-elf 
   
  As a Sea-elf, you are a natural swimmer and sailor. 
  You are well acquainted with the ocean and the 
  magic of the sea. 
   
  In addition to all features of being an elf, you gain: 
   
  Ability Score Increase: Your Strength score 
  increases by 1. 
   
  Elf Weapon Training. You have proficiency with 
  the spear, javelin, shortsword, and trident. 
   
  Natural Swimmer. You gain a swim speed of 30’ 
  and proficiency in Athletics. You can breathe under 
  water 
   
   
   
   
   
  
   
  6 
  Ratkin 
  In a hovel in the poorest part of town, an old 
  Ratkin counts his gold. He sniffs the air and 
  catches the scent of trouble. He backs up into 
  the shadow and waits for the dark elf to sneak 
  into the room, and then he grabs him by the 
  neck and makes him wish he hadn’t. He leans 
  in, with all his weight on the elf he holds the 
  interloper fast.  
  “People get broken sneaking into my den,” he 
  spits, “people think I’m weak, they get broken 
  worse. Now you go remember that and tell 
  your clan not to mess with Jondo of the Ratkin 
  eh?” 
  The Rodent Reputation  
  Not strictly rats, the Ratkin race does possess 
  a number of similarities to the rodents they 
  are commonly named after. The are hoarders 
  and live in large families, often in poorer 
  surrounds than they need to. 
  With a similar size and build to a dwarf, the 
  ratkin have soft fur in a variety of colours and 
  a snout-like face with a prominent nose. They 
  tend to have short tails. 
  Ratkin Names 
  Ratkin will happily adopt names common to 
  the areas they dwell which could be human, 
  gnome or even elven names. 
  Ratkin Traits 
  Ability Score Increase: Your Constitution score 
  increases by 2 and your dexterity score 
  increases by 1. 
  Age: The ratkin age slowly reaching adulthood 
  by the age of thirty and often living up to two 
  hundred years. 
  Alignment: The Ratkin live orderly lives 
  among their own people but are often seen as 
  outcasts when in other societies. They do 
  tend to develop a strong greed and can use 
  their wealth to manipulate and control others. 
  Lawful evil Ratkin are not uncommon. 
  Size: Ratkin are medium sized. 
  Speed: Ratkin have a base move of 25’ 
  Resilience: Ratkin have advantage on saving 
  throws against disease. 
  Weapon training: All ratkin are proficient 
  with blowguns and whips. 
  Languages. You can speak, read, and write 
  Common. 
   
   
  Willow 
  “Don’t move!” The voice said and all was still 
  in the bushes. Only the most observant of 
  individuals would spot that the bushes were 
  more than they appeared to be. 
  A moment later a younger voice spoke up, 
  “but why hide?” 
  “A long tradition,” said the older bush as the 
  pair stepped out onto the road. Two walking 
  bushes that were seemingly living trees. “The 
  elves understand us, but those pesky gnomes 
  get too curious. We are safer here in the 
  forest.” 
  “But I want more than that. I want to walk 
  through their cities and eat their food and 
  singe in their taverns.” 
  The older bush paused, “Just don’t drink the 
  ale.” He says, as the face that looks carved 
  into bark gives a smile. 
  Welcome Wanderers 
  The willow is a race of plant based people. 
  They tend to stand at about four feet tall and 
  have wiry frames with bark like skin and green 
  leaves in place of hair. Their faces are thin, 
  with features that can look carved from wood 
  or as soft as flesh depending on the individual.  
  
   
  7 
  In their youth, they can be quite friendly and 
  are often prone to being adventurous. As they 
  age they tend to get more careful and less 
  inclined to travel. 
  Willow Names 
  Willow use short unisex names: Bim, Dash, 
  Gronk, Frizz, Klad, Yade, Morsh 
  Willow do not use family or clan names, 
  though they may use the name of their home 
  forest if a second name is needed. Their 
  forests have longer names: Krispanthor, 
  Lollandranil, Mathkeptras, Philliantheon 
  Willow Traits 
  Ability Score Increase: Your Wisdom score 
  increases by 2 and your dexterity score 
  increases by 1. 
  Age: The Willow mature quickly but have 
  great longevity reaching adulthood by the age 
  of ten and often living up to four hundred 
  years. 
  Alignment: The Willow are gentle and free 
  spirited though willing to battle fiercely to 
  protect their own. They tend towards chaotic 
  good. 
  Size: Willow are small sized. 
  Speed: Willow have a base move of 25’ 
  Photosynthesise: The Willow do not need to 
  eat as much as other races as they gain 
  energy from the sun. They still require mineral 
  nutrients to maintain themselves. 
  Bloodline of the trees: You know the 
  shillelagh cantrip. When you reach 3rd level, 
  you can cast the Ensnaring Strike spell as a 
  2nd-level spell once with this trait. When you 
  reach 5th level, you can cast the Spike Growth 
  spell once. Wisdom is your spellcasting ability 
  for these spells. Spells are regained after a 
  short or long rest. 
  Languages. You can speak, read, and write 
  Common and sylvan. 
  Vulgorn 
  The best word to describe Kastillan was 
  “pompous”. He stood by the window with his 
  held held high in pure arrogance,  which was 
  odd considering the hunched back and curved 
  neck. He looked up though, with his beak 
  raised. 
  “You are quite wrong,” the Vulgorn said, 
  “Quite wrong indeed. I wonder if you learned 
  anything at all. I think your problem is you 
  know about arcane magic, but not divine 
  magic. You need to understand both.” 
  The old Vulgorn shook his head and looked 
  down. “Read it all again and then again and 
  then maybe you will start to understand.”  He 
  then took a wooden rod with his spindly hand 
  and smacked it down on his table. 
  “Now, study and learn!” 
  Avian Arrogance 
  The Vulgorn are a humanoid avian race often 
  compared with vultures. They have hooked 
  beaks, hunched backs, bent necks and dark 
  feathers. They do not possess wings, but 
  rather arms and hands like those of a monkey. 
  Often seen as being lazy and cruel, the 
  Vulgorn possess a keen intelligence and are 
  gifted with magical aptitude. They study hard, 
  but avoid physical labour. 
  While they are often not trusted, the Vulgorn 
  tend to be respected scholars with much 
  knowledge and experience. In is not 
  uncommon for a Vulgorn to be found in the 
  highest circles of government, often as a key 
  adviser. They make perfect civil servants. 
  Vulgorn Names 
  Vulgorn like long pretentious names with 
  titles: “Karvellion Master of Knowledge”; 
  “Drassios Kintail, Deputy Chancellor”; 
  “Flaviastos Marngrave III, Chosen of the 
  Keepers of Secrets” and so on. 
  
   
  8 
  Vulgorn Traits 
  Ability Score Increase: Your Intelligence score 
  increases by 2 and your wisdom score 
  increases by 1. 
  Age: The Vulgorn age slowly and have great 
  longevity reaching adulthood by the age of 
  forty and often living up to three hundred 
  years. 
  Alignment: The Vulgorn are very communal 
  and while they often focus on self interest it is 
  more common for them to view the bigger 
  picture needs of their communities. They tend 
  towards lawful neutral. 
  Size: Vulgorn are medium size have a base 
  move of 30’ 
  Magical Aptitude: The Vulgorn gain 
  proficiency in arcana and gain magical 
  aptitude as a bonus feat. 
  Languages. You can speak, read, and write 
  Common and primordial. 
   
   
   
   
   
  New Base Classes 
  Holy Stalker 
  The merchant had no sooner shaken the hand 
  of the necromancer when the pair found a 
  dark shape appear out of the darkness. With a 
  surprise strike, the stalker knocks the 
  merchant down. Then he swings his holy blade 
  to cut the necromancer quickly as well. 
  Light hiding in darkness 
  The Holy Stalker has many similarities to the 
  paladin: They are focused and zealous at 
  hunting down their enemies. 
  They also share many characteristics with 
  rogues and rangers as they are adept at 
  stalking an enemy and attacking with surprise. 
   
  Prepared to pay a price 
  The defining characteristic of the Holy Stalker 
  the willingness to go into dark places to 
  achieve results. The ends always justify the 
  means and the holy stalker is prepared to pay 
  the price to achieve those ends, even at the 
  cost of their honour. 
   
   
   
   
  
   
  9 
  Level Ability 
  Sneak 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1 
  Sneak Attack 
  1d6 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  Spell casting, divine smite 
  1d6 
  2 
  2 
  - 
  - 
  - 
  - 
  3 
  Sacred oath 
  1d6 
  3 
  3 
  - 
  - 
  - 
  - 
  4 
  Ability score improvement 
  2d6 
  3 
  3 
  - 
  - 
  - 
  - 
  5 
  Extra attack 
  2d6 
  4 
  4 
  2 
  - 
  - 
  - 
  6 
  Aura of protection 
  2d6 
  4 
  4 
  2 
  - 
  - 
  - 
  7 
  Sacred oath feature 
  3d6 
  5 
  4 
  3 
  - 
  - 
  - 
  8 
  Ability score improvement 
  3d6 
  5 
  4 
  3 
  - 
  - 
  - 
  9 
   
  3d6 
  6 
  4 
  3 
  2 
  - 
  - 
  10 
  Aura of courage 
  4d6 
  6 
  4 
  3 
  2 
  - 
  - 
  11 
   
  4d6 
  7 
  4 
  3 
  3 
  - 
  - 
  12 
  Ability score improvement 
  4d6 
  7 
  4 
  3 
  3 
  - 
  - 
  13 
   
  5d6 
  8 
  4 
  3 
  3 
  1 
  - 
  14 
  Cleansing touch 
  5d6 
  8 
  4 
  3 
  3 
  1 
  - 
  15 
  Sacred oath feature 
  5d6 
  9 
  4 
  3 
  3 
  2 
  - 
  16 
  Ability score improvement 
  6d6 
  9 
  4 
  3 
  3 
  2 
  - 
  17 
   
  6d6 
  10 
  4 
  3 
  3 
  3 
  1 
  18 
  Aura improvements 
  6d6 
  10 
  4 
  3 
  3 
  3 
  1 
  19 
  Ability score improvement 
  7d6 
  11 
  4 
  3 
  3 
  3 
  2 
  20 
  Sacred oath feature 
  7d6 
  11 
  4 
  3 
  3 
  3 
  2 
   
  Class Features 
  As a Holy Stalker, you gain the following class 
  features. 
  Hit Dice: 1d10 per stalker level 
  Hit Points at 1st Level: 10 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d 10 (or 6) + your 
  Constitution modifier per stalker level after 1st 
  Proficiencies 
  Armor: Light and Medium armour, shields 
  Weapons: Simple weapons, martial weapons 
  Tools: None 
  Saving Throws: Dexterity, Charisma 
  Skills: Choose two from Athletics, Insight, 
  Intimidation, Medicine, Perception, Persuasion, 
  Stealth and Religion 
  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 martial weapons 
  • (a) five javelins or (b) any simple melee weapon 
  • (a) a priest’s pack or (b) an explorer’s pack 
  • Chain shirt and a holy symbol 
  
   
  10 
  Sneak Attack 
  Beginning at 1st level, you know how to strike 
  subtly and exploit a foe’s distraction. 
  Once per turn, you can deal an extra 1d6 
  damage to one creature you hit with an attack 
  if you have advantage on the attack roll. The 
  attack must use a finesse or a ranged weapon. 
  You don’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of 
  it, that enemy isn’t incapacitated, and you 
  don’t have disadvantage on the attack roll. 
  The amount of the extra damage increases as 
  you gain levels in this class, as shown in the 
  Sneak Attack column of the Holy Stalker table. 
  Spell Casting 
  By 2nd level, you have learned to draw on 
  divine magic through meditation and prayer 
  to cast spells as a cleric does.  
  Preparing and Casting Spells 
  The Holy Stalker table shows how many spell 
  slots you have to cast your spells. To cast one 
  o f your paladin spells of 1st level or higher, 
  you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots 
  when you finish a long rest. 
  You prepare the list of spells that are available 
  for you to cast, choosing from the holy stalker 
  spell list. 
  When you do so, choose a number o f stalker 
  spells equal to your Charisma modifier + half 
  your Stalker level, rounded down (minimum 
  of one spell). The spells must be of a level for 
  which you have spell slots. 
  You can change your list of prepared spells 
  when you finish a long rest. Preparing a new 
  list of stalker spells requires time spent in 
  prayer and meditation: at least 1 minute per 
  spell level for each spell on your list. 
   
   
   
  Spell casting Ability 
  Charisma is your spellcasting ability for your 
  stalker spells, since their power derives from 
  the strength of your convictions. 
  Divine Smite 
  Starting at 2nd level, when you hit a creature 
  with a melee weapon attack, you can expend 
  one spell slot to deal radiant damage to the 
  target, in addition to the weapon’s damage. 
  The extra damage is 2d8 for a 1st level spell 
  slot, plus 1d8 for each spell level higher than 
  1st, to a maximum of 5d8.  
  Sacred Oath 
  When you reach 3rd level, you swear the oath 
  that binds you as a holy stalker forever. Up to 
  this time you have been in a preparatory 
  stage, committed to the path but not yet 
  sworn to it. Now you choose the Oath of 
  Vengeance or the Oath of Silence, which is 
  detailed at the end of the class description. 
  Your choice grants you features at 3rd level 
  and again at 7th, 15th, and 20th level. Those 
  features include oath spells and the Channel 
  Divinity feature. 
  
   
  11 
  Oath Spells 
  Each oath has a list of associated spells. You 
  gain access to these spells at the levels 
  specified in the oath description. Once you 
  gain access to an oath spell, you always have 
  it prepared. Oath spells don’t count against 
  the number o f spells you can prepare each 
  day. 
  If you gain an oath spell that doesn’t appear 
  on the Holy Stalker spell list, the spell is 
  nonetheless a holy stalker spell for you. 
  Channel Divinity 
  Your oath allows you to channel divine energy 
  to fuel magical effects. Each Channel Divinity 
  option provided by your oath explains how to 
  use it. 
  When you use your Channel Divinity, you 
  choose which option to use. You must then 
  finish a short or long rest to use your Channel 
  Divinity again. Some Channel Divinity effects 
  require saving throws. When you use such an 
  effect from this class, the DC equals your holy 
  stalker spell save DC. 
  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 
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the 
  Attack action on your turn. 
  Aura of protection 
  Starting at 6th level, whenever you or a 
  friendly creature within 10 feet o f you must 
  make a saving throw, the creature gains a 
  bonus to the saving throw equal to your 
  Charisma modifier (with a minimum bonus o f 
  +1). You must be conscious to grant this 
  bonus. 
  At 18th level, the range of this aura increases 
  to 30 feet. 
  Aura of courage 
  Starting at 10th level, you and friendly 
  creatures within 10 feet o f you can’t be 
  frightened while you are conscious. 
  At 18th level, the range of this aura increases 
  to 30 feet. 
  Cleansing touch 
  Beginning at 14th level, you can use your 
  action to end one spell on yourself or on one 
  willing creature that you touch. 
  You can use this feature a number o f times 
  equal to your Charisma modifier (a minimum 
  of once). You regain expended uses when you 
  finish a long rest. 
   
  Oath of Silence 
  The oath of silence calls upon you to protect 
  secrets and allow others to protect theirs. You 
  know that the truth can be dangerous and 
  that leaders often leave their followers 
  ignorant of many truths, but you know this is 
  for the greater good, as most people can’t 
  handle the truth. 
  You know you must venture into the darkness 
  to preserve the light and it is a sacrifice you 
  are willing to make. 
   
   
   
  
   
  12 
  Tenants of the Silence 
  Secrets must be kept: When you are trusted 
  with a secret, you must keep it. 
  Preserve the Light. Where there is good, 
  beauty, love, and laughter in the world, stand 
  against the wickedness that would swallow it. 
  Where life flourishes, stand against the forces 
  that would render it barren. 
  No sacrifice is too great: If a sacrifice will 
  achieve a great goal, it should be paid 
  Honesty. Don’t lie or cheat. Let your word be 
  your promise. 
  Courage. Never fear to act, though caution is 
  wise. 
  Oath of Silence Spells 
  Level / Spell 
  3rd   Hunter’s Mark, Silent Image 
  5th  Silence, Darkness 
  9th Gaseous Form, Major Image 
  13th Greater Invisibility, Polymorph 
  17th Mislead, Telekinesis 
  Channel Divinity 
  When you attain 3rd level you gain the 
  following channel divinity options: 
  Vow of Enmity. As a bonus action, you can 
  utter a vow of enmity against a creature you 
  can see within 10 feet of you, using your 
  Channel Divinity. You gain advantage on 
  attack rolls against the creature for 1 minute 
  or until it drops to 0 hit points or falls 
  unconscious. 
  Sacred Weapon. As an action, you can imbue 
  one weapon that you are holding with 
  positive energy, using your Channel Divinity. 
  For 1 minute, you add your Charisma modifier 
  to attack rolls made with that weapon (with a 
  minimum bonus o f +1). If the weapon is not 
  already magical, it becomes magical for the 
  duration. 
  You can end this effect on your turn as part of 
  any other action. If you are no longer holding 
  or carrying this weapon, or if you fall 
  unconscious, this effect ends. 
  Relentless Avenger 
  By 7th level, your supernatural focus helps you 
  close off a foe’s retreat. When you hit a 
  creature with an opportunity attack, you can 
  move up to half your speed immediately after 
  the attack and as part of the same reaction. 
  This movement doesn’t provoke opportunity 
  attacks. 
  Soul of Vengeance 
  Starting at 15th level, the authority with which 
  you speak your Vow of Enmity gives you 
  greater power over your foe. When a creature 
  under the effect of your Vow of Enmity makes 
  an attack, you can use your reaction to make 
  a melee weapon attack against that creature 
  if it is within range. 
  One with the shadows 
  Starting at 20th level, you can assume a 
  shadow form. For 1 minute you gain the 
  following benefits: 
  You gain a flying speed of 60’ 
  You emanate an aura of magic darkness with 
  a 30’ radius which absorbs sounds. All of your 
  enemies gain disadvantage on any attacks 
  that require sight or sound to target. Your 
  allies are unaffected. 
  The sound distortions also allow you and your 
  allies to communicate without being 
  understood by anyone else regardless of the 
  languages being spoken. 
  
   
  13 
  Holy Stalker Spells 
  1st Level 
  Bless 
  Command 
  Compelled Duel 
  Detect Evil and Good 
  Detect Magic 
  Detect Poison and Disease 
  Disguise Self 
  Divine Favor 
  False Life 
  Heroism 
  Purify Food and Drink 
  Searing Smite 
  Shield of Faith 
  Thunderous Smite 
  Wrathful Smite 
   
  2nd Level 
  Aid 
  Branding Smite 
  Blur 
  Lesser Restoration 
  Misty Step 
  Magic Weapon 
  Pass without trace 
  Zone o f Truth 
  3rd Level 
  Aura of Vitality 
  Blinding Smite 
  Blink 
  Crusader's Mantle 
  Daylight 
  Dispel Magic 
  Elemental Weapon 
  Haste 
  Nondetection 
  Remove Curse 
  4th Level 
  Aura of Life 
  Aura of Purity 
  Banishment 
  Freedom of movement 
  Locate Creature 
  Staggering Smite 
  5th Level 
  Banishing Smite 
  Circle of Power 
  Destructive Smite 
  Dispel Evil and Good 
  Geas 
  Mislead 
   
  Multiclassing 
  To multiclass, a holy stalker must have 
  dexterity and charisma of 13. 
  When mulitclassing to holy stalker, you gain, 
  proficiency with all simple and martial 
  weapons, light and medium armour and 
  shields. 
  If another class grants sneak attack, only the 
  larger number of dice applies. 
  If another class grants a smite attack, only one 
  can be used at a time, though spell slots 
  earned from any class can be sacrificed for 
  this. 
  You may not take more than one vow of 
  devotion regardless of the number of classes 
  this ability appears for. 
  
   
  14 
  Ooze-Adept 
  The door was locked and the rogue had 
  already succumbed to the trap. That was 
  when then gnome pulled back his hood and 
  smiled. He placed his hand on the lock and 
  focused. In moments, the acid secreted from 
  his pores had eaten away at the mechanism. 
  He smiled and pushed open the door. 
  The Tiefling woman was cornered by thugs. 
  The only escape was through a narrow drain, 
  but she was not scared. Rather than fight, she 
  simply let the bones of her body become liquid 
  and she willed herself through the crack only 
  to reform on the other side. 
  Madness of the ooze 
  Many wizards draw their power by studying 
  creatures and using them as the basis for their 
  craft. Some are said to become like the 
  creature they study, even to the point of 
  adapting to the creatures’ personalities. In 
  very rare cases, an adept will study the 
  workings of slimes and oozes and while this 
  usually leads to an understanding of poisons 
  and acids, it sometimes leads to a road of 
  pure madness. 
  The Ooze-Adept is a student of such things, an 
  expert in the workings of this unusual and 
  dangerous life form; they learn to turn their 
  own body into slime as they study magic. 
  Mystery of Slime 
  Not everyone that studies slimes and oozes 
  becomes an Ooze-Adept. Many people use 
  acid in their craft, but the Ooze-Adept is 
  above this, so focused on this one kind of life 
  that they have chosen to make it their own. 
  You should ask: What is it about slimes and 
  moulds and oozes that captivated you? Why 
  would your character focus so much on these 
  creatures? 
   
  Class Features 
  As an ooze-adept, you gain the following class 
  features. 
  Hit Dice: 1d6 per adept level 
  Hit Points at 1st Level: 6 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per adept level after 1st 
  Proficiencies 
  Armor: Light and Medium armour 
  Weapons: Simple weapons 
  Tools: Alchemist’s tools 
  Saving Throws: Intelligence, Constitution 
  Skills: Choose two from Arcana, Nature, 
  Animal Handling, Insight, Medicine, Survival 
   
   
   
   
  Equipment 
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background: 
  • (a) a light crossbow and 20 bolts or (b) any 
  simple weapon 
  • (a) a component pouch or (b) an arcane 
  focus 
  • (a) a dungeoneer’s pack or (b) an explorer’s 
  pack 
  • Two daggers 
  
   
  15 
   
   
   
  Level Ability 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th  
  7th  
  8th  
  9th  
  1 
  Spellcasting,  
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  Slime effect, Resist (acid) 
  3 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  Ooze form (basic) 
  3 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  Ability Score Improvement 
  4 
  4 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  Breath Weapon (acid) 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
   
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  Ooze form (enhanced) 
  4 
  4 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  Ability Score Improvement 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  Resistance (Poison) 
  4 
  4 
  3 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  10 
   
  5 
  4 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  Breath Weapon (Poison) 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  Ooze form (advanced) 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  2 
  - 
  - 
  14 
  Resistance (Disease) 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  2 
  - 
  - 
  15 
   
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  2 
  1 
  - 
  16 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  2 
  1 
  - 
  17 
  Breath Weapon (Disease) 
  5 
  4 
  3 
  3 
  3 
  2 
  1 
  2 
  1 
  1 
  18 
   
  5 
  4 
  3 
  3 
  3 
  3 
  1 
  2 
  1 
  1 
  19 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  20 
   
  5 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
   
  Spellcasting: As a student of arcane magic, you 
  have a spellbook containing spells that show the 
  first glimmerings of your true power. 
  Cantrips: At 1st level, you know three cantrips of 
  your choice from the Ooze-Adept spell list. You 
  learn additional wizard cantrips of your choice at 
  higher levels, as shown in the Cantrips Known 
  column of the Ooze-Adept table. 
  Spellbook: At 1st level, you have a spellbook 
  containing six 1st-level Ooze-Adept spells of your 
  choice. Your spellbook is the repository of the 
  ooze-adept spells you know, except your cantrips, 
  which are fixed in your mind. 
   
  Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn 
  your spells through dedicated study and memorization. You use your Intelligence whenever a spell 
  refers to your spellcasting ability. 
  
   
  16 
  Preparing and Casting Spells: The Ooze-Adept 
  table shows how many spell slots you have to 
  cast your spells of 1st level and higher. To cast 
  one of these spells, you must expend a slot of 
  the spell’s level or higher. You regain all 
  expended spell slots when you finish a long 
  rest.  
  You prepare the list of spells that are available 
  for you to cast. To do so, choose a number of 
  spells from your spellbook equal to your 
  Intelligence modifier + your Ooze-Adept level 
  (minimum of one spell). The spells must be of 
  a level for which you have spell slots. 
  You can change your list of prepared spells 
  when you finish a long rest. Preparing a new 
  list of wizard spells requires time spent 
  studying your spellbook and memorizing the 
  incantations and gestures you must make to 
  cast the spell: at least 1 minute per spell level 
  for each spell on your list. 
  Ritual Casting: You can cast a wizard spell as a 
  ritual if that spell has the ritual tag and you 
  have the spell in your spellbook. You don’t 
  need to have the spell prepared. 
  Spellcasting Focus: You can use an arcane 
  focus as a spellcasting focus for your spells. 
  This is usually a vial containing slime or a 
  petrified piece of ooze. 
  Learning Spells of 1st Level and Higher: Each 
  time you gain an Ooze-Adept level, you can 
  add two Ooze-Adept spells of your choice to 
  your spellbook for free. Each of these spells 
  must be of a level for which you have spell 
  slots, as shown on the table. On your 
  adventures, you might find other spells that 
  you can add to your spellbook. 
  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. 
  Slime Effect You may sacrifice a spell slot to 
  produce a slime effect with the following 
  options: 
  1. Acid Touch costs a 1st level spell slot. This 
  allows you to drip acid from the pores of 
  your hand. The affect lasts for one minute 
  and allows you to use the corrosive liquid 
  to eat through one inch of non-magical 
  metal or wood. 
  2. Regeneration costs a 2nd level spell slot. 
  By adjusting the consistency of your 
  internal organs, you may heal 2d8 plus 
  your constitution modifier. 
  3. Jelly dodge. Costs a 3rd level spell slot. As 
  a reaction, you may alter your body when 
  you have been hit and change its shape so 
  that you are missed. If an attack hits you, 
  you may gain a +8 bonus to your armour 
  class. 
  4. Improved regeneration costs a 4th level 
  spell slot. By adjusting the consistency of 
  your internal organs, you may heal 4d8 
  plus your constitution modifier. 
  5. Strong acid. Costs a 5th level spell slot. 
  Similar to acid touch, but can eat through 
  six inches of non-magical metal or wood 
  or once inch of magical metal or wood. 
   
  Resistance: At 2nd level you gain resistance to 
  acid.  
  At 9th level you gain resistance to poison and 
  advantage on saving throws against poison. 
  At 14th level, you gain resistance to disease, 
  taking half damage from any effect caused by 
  a disease you have and advantage on saving 
  throws against disease. 
  
   
  17 
  Breath Weapon: As the slime becomes a part 
  of you, you gain an ability similar to a breath 
  weapon breath weapon in which you can 
  expel a large amount of slime from your body 
  in a powerful blast. 
  At 5th level you can use your action to exhale 
  destructive energy. When you use your breath 
  weapon, each creature in the area of the 
  exhalation must make a saving throw. 
  The DC for this saving throw equals 8 + your 
  Constitution modifier + your proficiency 
  bonus.  
  At 3rd level, the breath weapon is a 5’ by 
  30’line doing 2d6 acid damage with a 
  dexterity saving throw for half damage 
  At 11th level, your breath weapon becomes a 
  30’ cone and does an additional 2d6 poison 
  damage with a constitution saving throw for 
  half damage 
  At 17th level, an additional effect of the breath 
  weapon is a disease. If a constitution saving 
  throw is failed, the recipient contracts 
  ooze-blight; a disease with a 1 day onset. 
  Once affected the victim gains one level of 
  exhaustion and must make a constitution 
  saving throw each day, taking 1d12 
  constitution damage on a failed saving throw.  
  This continues until the disease is cured. 
  After you use your breath weapon, you can’t 
  use it again until you complete a short or long 
  rest. 
   
  Basic ooze Form: At 3rd level, you may alter 
  your body to attain some common ooze 
  properties. This may be done once per short 
  or long rest. For one minute you gain the 
  following characteristics: 
   
  Damage Resistances cold, fire 
   
  Damage Immunity acid 
   
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, prone 
   
  Senses blindsight 60 ft. (blind beyond this 
  radius) 
   
  Enhanced ooze Form: At 7th level, when you 
  use ooze form, you gain all of the 
  characteristics of the basic ooze form, as well 
  as: 
   
  Climb 10’ 
   
  Damage Resistance Slashing, Piercing 
   
  Damage Immunity Poison 
   
  Condition Immunity Poison 
   
  Pseudopod You gain a pseudopod which 
  is a strength based attack doing 1d6 
  damage plus your strength modifier 
  bludgeoning damage plus 2d6 acid 
  damage. 
   
  
   
  18 
  Advanced ooze Form: At 11th level your ooze 
  form gains the following: 
   
  Amorphous can move through a slit as 
  narrow is one inch wide. This does not 
  extend to equipment you carry or wear. 
   
  Corrosive Form A creature that touches 
  the adept or hits it with a melee attack 
  while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made 
  of metal or wood that hits the pudding 
  corrodes. After dealing damage, the 
  weapon takes a permanent and 
  cumulative −1 penalty to damage rolls. If 
  its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made 
  of metal or wood that hits the adept is 
  destroyed after dealing damage. The 
  adept can eat through 2-inch-thick, 
  nonmagical wood or metal in 1 round. 
   
  Spider Climb The adept can climb difficult 
  surfaces, including upside down on 
  ceilings, without needing to make an 
  ability check. 
   
  Engulf The adept moves up to its speed. 
  While doing so, it can enter the space of 
  creatures its size or smaller. Whenever 
  the adept enters a creature’s space, the 
  creature must make Dexterity saving 
  throw. On a successful save, the creature 
  can choose to be pushed 5 feet back or to 
  the side of the adept. A creature that 
  chooses not to be pushed suffers the 
  consequences of a failed saving throw. On 
  a failed save, the cube enters the 
  creature’s space, and the creature takes 
  3d6 acid damage and is engulfed. The 
  engulfed creature can’t breathe, is 
  restrained, and takes 6d6 acid damage at 
  the start of each of the adept’s turns. 
  When the adept moves, the engulfed 
  creature moves with it. An engulfed 
  creature can try to escape by taking an 
  action to make a 12 Strength check. On a 
  success, the creature escapes and enters 
  a space of its choice within 5 feet of the 
  adept. All save DCs associated with this 
  are the breath weapon DC of the adept. 
  Ooze-Adept Spells: 
  Cantrips 
  Acid Splash 
  Chill Touch 
  Druidcraft 
  Guidance 
  Mending 
  Poison Spray 
  Spare the dying 
   
  1st Level 
  Bane 
  Colour Spray 
  Detect Magic 
  Detect Poison and Disease 
  False Life 
  Fog Cloud 
  Grease 
  Ray of sickness 
  Hideous Laughter 
   
  2nd Level 
  Alter Self 
  Barkskin 
  Blindness/Deafness 
  Blur 
  Crown of madness 
  Enhance Ability 
  Acid Arrow 
  Protection from poison 
  Spiderclimb 
   
  3rd Level 
  Animate dead 
  Bestow Curse 
  Counterspell 
  Dispel Magic 
  Fear 
  Gaseous Form 
  Remove Curse 
  Stinking Cloud 
  Water breathing 
  Water Walk 
   
  
   
  19 
  4th Level 
  Blight 
  Confusion 
  Control Water 
  Death Ward 
  Polymorph 
  Stone Shape 
  Stoneskin 
   
  5th Level 
  Animate Objects 
  Antilife shell 
  Cloudkill 
  Contagion 
   
  6th Level 
  Circle of Death 
  Eyebite 
  Flesh to Stone 
  Move Earth 
   
  7th Level 
  Etherealness 
  Finger of death 
  Prismatic Spray 
   
  8th Level 
  Antimagic field 
  Clone 
  Incendiary Cloud 
  Mind Blank 
   
  9th Level 
  Shapechange 
  True Polymorph 
  Wish 
   
   
  Multiclassing 
  To multiclass, a character must have an 
  intelligence and constitution of 13. No 
  proficiencies are gained by multiclassing to 
  Ooze-Adept. 
  Slime effects can be used with any spell slots 
  available to you 
   
  Archetypes for existing classes 
   
  Barbarian Totem Warrior: Toad and 
  Shark 
  Barbarians can make any creature into their 
  totem. While bears and wolves are most 
  common, there are many other creatures well 
  loved and respected by the barbaric clans. 
  For barbarians living by the sea, the shark is 
  an excellent source of primal inspiration, 
  while those native to tropical swamp lands 
  may draw from the characteristics of the 
  humble, yet dangerous and hardy, toad 
  Totem Spirit (3rd Level) 
   
  Toad: When raging you gain advantage on 
  jump checks and can jump double your 
  normal distance. 
   
  Shark: When raging you gain blood frenzy. 
  This grants you advantage against any 
  opponent that does not have all its hit 
  points.  
   
  Aspect of the Beast (6th Level) 
   
  Toad: You gain the ability to alter your 
  skin colour to blend in giving you 
  advantage when hiding. 
   
  Shark: You gain the ability to breathe 
  underwater. 
  
   
  20 
   
  Totemic Attunement (14th Level) 
   
  Toad: When raging, you skill exudes a 
  poison which will affect anyone making an 
  attack against you from within five feet. 
  This does 1d10 poison damage. You gain 
  immunity to poison while raging. 
   
  Shark:  While raging, you gain a swim 
  speed equal to your regular movement. 
  As an action, following a move, you may 
  leap half your movement out of the water 
  and do a single attack with advantage.  
  Ocean Druid 
  An ocean druid is a druid belonging to circle of 
  the Land who has chosen the ocean as his 
  terrain type. Often they will patrol coastlines 
  and reefs. 
  It grants a new set of circle spells, but is 
  otherwise identical to any other circle of the 
  land druid. 
  Druid Level / Circle Spells 
  3rd moonbeam, acid arrow 
  5th waterwalk, water breathing 
  7th black tentacles, control water 
  9th maelstrom, destructive wave 
   
   
  Sewer Druid 
  A sewer druid is a druid belonging to circle of 
  the Land who has chosen the city sewer as his 
  terrain type. Often they will patrol sewers 
  looking for rogue animals, water blockages or 
  any other problem that may affect the city 
  above. 
  It grants a new set of circle spells, but is 
  otherwise identical to any other circle of the 
  land druid. 
  Circle of the Land: Sewer Spells 
  Druid Level / Circle Spells 
  3rd darkness, darkvision 
  5th gaseous form, stinking cloud 
  7th control water, stone shape 
  9th cloudkill, contagion 
   
  The Sewer Druid first appeared in Rats in the 
  Rain: Falling of the rain. 
  
   
  21 
  Rune-Hammer 
  Being the martial race they are, dwarves tend 
  to have little respect for the arcane masters 
  found so commonly in other races. Bards, 
  Warlocks and Sorcerers are quite uncommon 
  in dwarven society. The well-studied wizard is 
  more closely aligned to the studious dwarven 
  mind and the preferred dwarven caster.  
  Being warriors at heart, many dwarven 
  wizards focus on a special sort of magic that 
  works alongside the weapons and armours 
  they may already be trained with. 
  The Rune Hammer is an option for a wizard 
  that can be taken at 2nd level in place of a 
  school of specialisation 
  Race restriction: Only a mountain dwarf may 
  take this class option. 
  War casting: At 2nd level, a rune caster gains 
  proficiency with shields and the following 
  benefits: 
  • You gain proficiency in constitution saving 
  throws. 
  • You can perform the somatic components of 
  spells even when you have weapons or a 
  shield in one or both hands. 
   
  Extra Attack: At 6th Level, you gain an extra 
  attack. 
  Empower Shield: At 10th Level, while using a 
  shield, you may use a reaction and expend a 
  spell slot to reduce damage from an attack by 
  five points per spell level expended. 
  Inspired assault: At 14th Level, you may add 
  your intelligence modifier to damage done 
  with melee weapons. 
  Warlock: Otherworldly Patron: The 
  Light 
  The light is an ancient being, a twisted 
  mockery of the principals of good, who 
  presents as beauty, but speaks lies. 
   
  Expanded Spell List: The Light lets you choose 
  from an expanded list of spells when you 
  learn a warlock spell. The following spells are 
  added to the warlock spell list for you. 
  Spells: 
  1st 
  Colour Spray, Faerie Fire 
  3rd  
  Moonbeam, See Invisibility 
  5th  
  Vampiric Touch, Hypnotic Pattern 
  7th  
  Aura of Life, Hallucinatory Terrain 
  9th 
  Seeming, Mislead 
   
  Warding Flare: At 1st level, you can interpose 
  light between yourself and an attacking 
  enemy. When you are attacked by a creature 
  within 30 feet of you that you can see, you 
  can use your reaction to impose disadvantage 
  on the attack roll, causing light to flare before 
  the attacker before it hits or misses. An 
  attacker that can’t be blinded is immune to 
  this feature. 
  You cannot use this ability again until you  
  finish a short or long rest.  
   
  
   
  22 
  Unfortunate ally: At6th Level, you gain the 
  ability to turn an enemy into an ally. As a 
  reaction when you or an ally have been 
  attacked by a spell you may make the attacker 
  roll a wisdom saving throw. If they fail, you 
  may designate a new target for the spell. 
  You cannot use this ability again until you 
  have completed a long or short rest. 
  Radiant Resilience: At 10th You gain resistance 
  to necrotic and radiant damage.  
  Sunburst: At 14th Level, you may cast sunburst 
  once between long rests. 
   
   
  New Feats 
  Recharge: When you take this feat, choose 
  one racial or class ability that can be used 
  once per short rest (For example: dragonborn 
  breath weapon, channel divinity) After you 
  have used this ability, you may expend a 
  bonus action to attempt to recharge it. To do 
  so, roll a 1d6 and it is recharged on a 6. 
  If instead, you use an action to focus on your 
  recharge, it will happen on a roll of 3+ 
  Between combats, the power can recharge 
  automatically. 
   
  Light Armour Mastery 
  Being highly proficient in the wearing of light 
  armour. You have advantage on Dexterity 
  saving throws against effects that you can see, 
  such as traps and spells. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated. 
  You also gain +1 to your dexterity score. 
   
  Unarmoured Defence Mastery 
  A barbarian, monk or draconic sorcerer not 
  wearing armour, or someone under the effect 
  of a mage armour or barkskin spell can be 
  especially trained at fighting without armour. 
  To use this feat, you must not be wearing 
  armour or carrying a shield and must be using 
  a spell or ability that enhances armour class. 
  You are so fleet footed, you gain proficiency 
  with dexterity saving throws while using an 
  unarmoured defence option.  
  You gain +1 to the ability (other than 
  dexterity) used to enhance your armour class. 
  If your armour class bonus is not derived from 
  an ability score, you gain +1 to your 
  constitution. This enhancement applies even 
  when you are not using an unarmoured 
  defence option. 
  
   
  23 
  New Spells 
  Druid 
   
  Elemental Gift 
   
  Lightning Spear 
  Sorcerer 
   
  Ice Shard 
   
  Elemental Gift 
   
  Lightning Spear 
  Wizard 
   
  Elemental Gift 
   
  Magic Shield 
   
  Elemental Gift 
  2nd Level Transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M ( A gem worth 50gp ) 
  Duration: Concentration, up to 10 minutes 
  You reach out and touch the weapon wielded 
  by yourself or an ally. The weapon becomes 
  sheathed in the power of an element of your 
  choice. The weapon will do an additional 1d4 
  damage of the chosen element on a 
  successful hit. 
  At Higher Levels. 
  When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 
  1d6 for every two slot levels above 2nd. 
   
  Ice Shard 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  A shard of ice forms around your hand to 
  deliver a strike of ice to an enemy you touch. 
  Make a melee spell attack against the target. 
  On a hit, the target takes 1d4 piercing damage 
  and 1d4 cold damage. 
  The spell’s damage increases by 1d4 of each 
  damage type when you reach 5th level 
  (2d4+2d4), 11th level (3d4+3d4), and 17th level 
  (4d4+4d4). 
   
  Lightning Spear 
  2nd Level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M ( A leaf from a tree that 
  has been struck by lightning ) 
  Duration: Concentration, up to 10 minutes 
  You evoke a sparking spear in your free hand. 
  The blade is similar in size and shape to a 
  spear, and it lasts for the duration. If you let 
  go of the spear, it disappears, but you can 
  evoke the blade again as a bonus action. 
  You can use your action to make a melee spell 
  attack with the spear. On a hit, the target 
  takes 3d6 electrical damage. 
  The blade sheds bright light in a 10‑foot 
  radius and dim light for an additional 10 feet. 
  At Higher Levels. 
  When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 
  1d6 for every two slot levels above 2nd. 
   
   
   
  Magic Shield 
  2nd level transmutation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You touch a nonmagical shield. Until the spell 
  ends, that shield becomes a magic shield with 
  a +2 bonus to armour. 
  At Higher Levels. 
  When you cast this spell using a spell slot of 
  4th level or higher, the bonus increases to +3. 
  When you use a spell slot of 6th level or 
  higher, the bonus increases to +4. 
  
   
  24 
  Acknowledgements 
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find rules that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
  OPEN GAME LICENSE  
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  25 
  5.Representation of Authority to Contribute: If 
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  15. COPYRIGHT NOTICE Open Game License v 
  1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 
  2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. 
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  END OF LICENSE 
   
   
   
   
  
   
   
   
   
   
   
   
  R506 Characters of Class 
  Book 5 in a series of character options for the fifth edition of the 
  world’s defining role playing game. 
  In this volume: 
   New Races: Ratkin, Willow and Vulgorn 
   New Classes: Holy Stalker, Ooze-adept 
   New Class Options: Sewer Druid, Rune 
  Hammer 
   New Feats and Spells 
  There’s something for everyone! 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rats in the Rain/Characters of Class.pdf