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  CLASS PACK 1 
                                                                              Middle Finger of Vecna  
   
  
   
   
  Primal Paths 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal. 
  Path of the Rage Mage 
  Few things are more terrifying than being in the path of a 
  rage mage. Those who follow this path unlock something 
  deep within them, a well of arcane power fueled from the 
  depths of their fury. When a rage mage unleashes his rage, 
  he channels his brute strength into primal eldritch might 
  and uses it to devastate his foes in a hail of fire, blades, and 
  blood. 
  Spell Rage 
  Beginning at third level, you can cast spells while in a rage, 
  as long as the spell’s casting time is no more than 1 action, 
  the spell does not require concentration, and you are 
  wearing no armor. Your rage damage applies only to 
  damage from spells cast in a rage. If a spell cast damages 
  more than one target, you may only apply extra rage 
  damage to one of the targets. In addition, casting spells 
  during rage counts as attacking for the purposes of ending 
  rage. See chapter 10 for the general rules of spellcasting 
  and chapter 11 for the wizard spell list. 
       Spell Slots. The Eldritch Knight Spellcasting table 
  shows how many spell slots you have to cast your spells of 
  1st level and higher. To cast one of these spells, you must 
  be in a rage and expend a slot of the spell’s level or higher. 
  You regain all expended spell slots when you finish a long 
  rest. 
       Spells Known of 1st-Level and Higher. You know 
  three 1st-level wizard spells of your choice, two of which 
  you must choose from the evocation and necromancy spells 
  on the wizard spell list. The Spells Known column of the 
  Eldritch Knight Spellcasting table shows when you learn 
  more wizard spells of 1st level or higher. Each of these 
  spells must be an evocation or necromancy spell of your 
  choice, and must be of a level for which you have spell 
  slots. 
       Spellcasting Ability. Wisdom is your spellcasting 
  ability for your wizard spells. You use your Wisdom 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Wisdom modifier when setting the 
  saving throw DC for a wizard spell you cast and when 
  making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus + your 
  Wisdom modifier  
   
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier. 
   
  Spell Fury 
  Beginning at 6th level, weapons and magic are equally an 
  extension of your rage. When you attack recklessly, you 
  can choose not to take advantage on your attack and attack 
  only once with your attack action to cast a spell as a bonus 
  action. This spell must use a spell slot of the lowest level 
  you have available. 
  Arcane Intuition 
  By 10th level, you have become intuitively aware of all 
  magic auras. After you have been in the presence of a 
  magic aura for 1 minute, you can sense its presence, though 
  you cannot discern its origin or the school of magic to 
  which it belongs. 
  Eldritch Storm 
  You can expel the might of your rage all at once to unleash 
  a devastating storm of eldritch magic. Beginning at 
  fourteenth level, when you can end your rage early as an 
  action, all creatures within 15 feet of you must make a 
  Dexterity saving throw. On a failed save, a creature takes 
  1d6 force damage for each round you've spent in rage, or 
  half as much on a successful one. After you use this ability, 
  you cannot use it again until you complete a short or long 
  rest. 
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  
   
   
  Bard Colleges 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of Masks 
  Bards in the College of Masks (or Masters of Masks, as 
  they have come to be called) are virtuoso performers who 
  practice becoming the figure they portray, rather than 
  merely imitating them. Bards who practice in this college 
  come to believe that all life is performed, rather than lived, 
  and that to become an actor in this Great Play requires that 
  one merely put on the metaphorical mask of another. 
       Because each person wears a mask every day, a Master 
  of Masks carries with him a number of masks, each a 
  potent magical artifact of a specific archetypical character 
  or creature to allow them to better enter those roles. 
  Bonus Proficiencies 
  When you join the College of Masks at 3rd level, you gain 
  proficiency in Deception and Performance. If you are 
  already proficient in one of these skills you may instead 
  gain skill proficiency in another 1st level bard skill. 
  Persona Masks 
  Also at 3rd level, you learn to craft potent magical masks, 
  each of which allows you to take on a different persona and 
  gain some aspect of that archetypical character.  
       At 3rd level, you gain the ability to create two masks of 
  your choice. Creating a mask requires 8 hours of work and 
  100 gp. You may only use masks created by yourself. No 
  one else (even another Master of Masks) can benefit from a 
  persona mask you create. You may switch masks as a 
  bonus action. 
  Hidden Mask 
  At 6th level, you can craft 1 additional mask of your 
  choice. You wear a mask, even when others cannot see it. 
  You may make a mask you wear become invisible, or 
  return an invisible mask to visibility, as a bonus action. 
  Master of Many Masks 
  At 14th level, you can craft 1 additional mask of your 
  choice. You have become a master of assuming the 
  archetypes contained within the masks, and may wear two 
  masks simultaneously, gaining the benefits of each.  
       If your masks disagree for how your alignment appears, 
  for each alignment axis (good/evil or lawful/chaotic), your 
  alignment appears neutral. 
  Persona Masks 
  Angel 
  The image of an androgynous face with eyes serenely 
  upturned to the heavens forms this mask, carved from 
  flawless alabaster. 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 1d8 for a 1st-level spell slot, 
  plus 1d8 for each spell level higher than 1st, to a maximum 
  of 4d8. Beginning at 6th level, you may expend a Bardic 
  Inspiration die as an action to heal a creature you touch by 
  the amount rolled plus your Charisma modifier. Your 
  alignment appears to be lawful neutral while you are 
  wearing an Angel mask. 
  Archmage 
  This mask of deep purple fluorite is sculpted in the image 
  of a heavily wrinkled old man. While wearing the mask of 
  the Archmage, you have the spells burning hands, 
  expeditious retreat, grease, and magic missile prepared in 
  addition to the spells you have prepared. Beginning at 6th 
  level, add scorching ray and gust of wind to your spell 
  prepared. In addition at 6th level, you can expend a Bardic 
  Inspiration die as a bonus action to increase the save DC of 
  a spell cast by you by half the amount rolled, rounded 
  down. You must finish a long rest before using this ability 
  again. Your alignment appears to be chaotic good while 
  you wear the Archmage mask. 
  Assassin 
  Hardened black leather and metal clasps create the 
  disturbing aspect of the assassin. While wearing this mask, 
  you gain the Rogue Sneak Attack class feature with 
  damage as a rogue of half your level. Beginning at 6th 
  level, when you make a melee attack against a creature who 
  hasn't taken a turn in combat yet, you can expend a Bardic 
  Inspiration die as a bonus action to increase damage your 
  damage against that creature by the amount rolled. Your 
  alignment appears to be lawful evil while you wear an 
  Assassin mask. 
  Beast 
  Bright, flaking warpaint streaks this battered wooden image 
  of a snarling, fang-toothed wild man. While wearing this 
  mask, you gain the Barbarian Reckless Attack class feature. 
  In addition, beginning at 6th level, when you score a 
  critical hit with a melee weapon attack, you can expend a 
  Bardic Inspiration as a bonus action increase your damage 
  by the amount rolled. Your alignment appears to be true 
  neutral while wearing a Beast mask. 
   
   
  2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Demon 
  This obsidian mask bears the visage of a darkly handsome 
  fiend. Small, black horns adorn the demon's forehead, and 
  its black ears rise to points. You have resistance to fire and 
  cold damage while you are wearing this mask. At 6th level, 
  you can glare at a single target when they make an attack 
  against you and expend a Bardic Inspiration die as a 
  reaction to reduce their attack roll by the amount rolled. 
  Your alignment appears to be chaotic evil while wearing a 
  Demon mask. 
  Dragon 
  This multihued mask of precious metals and scintillating 
  gemstones forms the terrible visage of a snarling wyrm. 
  While you wear this mask, you can use your action to 
  exhale destructive energy. Each creature in a 15-foot cone 
  must make Dexterity saving throw. A creature takes 4d6 
  fire damage on a failed save, and half as much damage on a 
  successful one. You cannot use this ability again for 1d4 
  rounds after using it. Beginning at 6th level, you may 
  expend a Bardic Inspiration die as a bonus action to gain 
  resistance to an energy type of your choice for a number of 
  rounds equal to the amount rolled. Your alignment appears 
  to be neutral evil while you wear a Dragon mask. 
  Faceless 
  Only a pair of empty eyeholes break this otherwise 
  featureless oval, porcelain mask. While you wear this 
  mask, you have advantage on saves against spells. 
  Beginning at 6th level, you can spend a Bardic Inspiration 
  die as a bonus action to gain advantage on Stealth checks 
  for a number of rounds equal to the result rolled. Your 
  alignment appears to be neutral while you are wearing a 
  Faceless mask. 
  Gladiator 
  This wyvern-hide mask is shaped like the face of a grim 
  warrior. Scars cover its surface, and silver chainmail rings 
  surround its outer edge. While you wear this mask, you 
  have proficiency with martial weapons. Beginning at 6th 
  level, when you make a melee weapon attack, you can 
  expend a Bardic Inspiration die as a bonus action to 
  increase your attack roll by the amount rolled. Your 
  alignment appears to be chaotic neutral while you wear a 
  Gladiator mask. 
  High Priest 
  This mask of rose porphyry has a wide mouth open in song, 
  but instead of eyes it has slits twisted into runes, which 
  somehow do not restrict your vision. While wearing the 
  mask of the high Priest, you have the spells bless, detect 
  evil and good, healing word, and shield of faith prepared in 
  addition to the spells you have prepared. Beginning at 6th 
  level, add aid and zone of truth to your spells prepared. In 
  addition at 6th level, you can expend a Bardic Inspiration 
  die as a bonus action to increase the save DC of a spell cast 
  by you by half the amount rolled, rounded down. You must 
  finish a long rest before using this ability again. Your 
  alignment appears to be neutral good while you wear a 
  High Priest mask. 
  Monk 
  This smoothly sanded wooden mask depicts the stern face 
  of a bald man. While wearing this mask you gain the Monk 
  Martial Arts class feature using Unarmed Strike damage of 
  your level. Beginning at 6th level, you may roll a Bardic 
  Inspiration die as a bonus action to cast feather fall targeted 
  only on yourself for a number of rounds equal to the 
  amount rolled. You alignment appears to be lawful neutral 
  while you wear a Monk mask. 
   
   
   
  3 
  
   
   
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Luck Domain 
  The gods of Luck - Fharlanghn, Olladra, Mask, Tymora, 
  and Oghma, as well as others - revel in randomness, risk-
  taking, and chance. Often, they pay close attention to their 
  devotees, and intervene only slightly, turning the tide when 
  a bought of ill-fate has overtaken them, or when a slim but 
  fantastic chance presents itself. These gods promote taking 
  on incredible odds and impossible challenges, and reward 
  those who keep the faith in the midst of great peril. As 
  such, the domain of Luck is often a favorite amongst 
  adventurers. 
  LUCK DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  bless, divine favor 
  3rd 
  aid, enhance ability 
  5th 
  bestow curse, protection from energy 
  7th 
  death ward, guardian of faith  
  9th 
  antilife shell, legend lore 
   
  Fortune’s Friend 
  Beginning at 1st level, you are unnaturally good at things in 
  which you are not skilled. Once per turn when you roll an 
  ability check for a skill you are not proficient in, you can 
  choose to roll 2d10s in place of 1d20 and use the result. 
  You can use this feature a number of times equal to your 
  Wisdom modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
  Channel Divinity: Lucky Hit 
  At 2nd level by saying a quick prayer, you sometimes land 
  miraculous blows in a fight. As a bonus action whenever 
  you make an attack roll or an ability check, you can roll an 
  additional d20 and choose which of the d20s is used. If you 
  attack and successfully hit, reroll any damage dice that 
  rolled a 1 and use the new results instead. 
  Channel Divinity: Lucky Dodge 
  At 6th level, in a crunch, you are sometimes difficult to 
  land a hit on. As a reaction when an attack roll is made 
  against you or when you make a saving throw, you can roll 
  an additional d20 and choose which of the d20s is used. If 
  the attack lands or you fail your saving throw and take 
  damage, reroll any dice that rolled their highest possible 
  number and use the new results instead. 
  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 same 
  type dealt by the weapon to the target. When you reach 
  14th level, the extra damage increases to 2d8. 
  Flow State 
  At 17th level, you can enter a Flow State requiring 
  concentration as an action for up to 1 minute. During this 
  time, you are in harmony with the universe, and gain 
  advantage on all ability checks, attack rolls, and saving 
  throws. The Flow State ends early if you lose concentration 
  or if you choose to dismiss it. You cannot enter a Flow 
  State again until you take a short or long rest. 
   
   
   
   
   
   
   
   
   
  4 
  
   
   
  Druid Circles 
  Though their organization is invisible to most outsiders, 
  druids are part o f a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of the Beast 
  Growling, snarling, and howling at the moon, druids of the 
  Circle of the Beast most often convene for their terrifying 
  blood hunts. Druids of this circle embrace their animalistic 
  side, forsaking civilization of man and often any foods that 
  are not red meat. The most powerful of their Circle are 
  more beast than man, and fight like savage monsters, 
  howling through the carnage in a flurry of teeth, claws, and 
  fur. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beast Form 
  When you choose this circle at 2nd level, you gain some of 
  the physical aspects of a beast. Your features become more 
  bestial and you grow your choice of claws, fangs, spines, or 
  horns. Your unarmed strikes deal 1d8 bludgeoning, 
  piercing, or slashing damage, as appropriate to the natural 
  weapon you choose, and are considered Light Finesse 
  weapons and may be used for Two Weapon Fighting. You 
  are proficient with your unarmed strikes. As an action, you 
  may conceal your bestial traits and revert to your original 
  appearance. This change lasts as long as you maintain 
  concentration on it, or until you choose to end it.  
  Bestial Senses 
  At 2nd level, your senses sharpen to an inhuman degree. 
  You gain the ability to see in dim light within 30 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. If you already have darkvision, your range 
  increases by 30 feet. You also gain advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Able Hunter 
  When you reach 6th level, you have become adept at 
  navigating wilderness using your beast form. You have 
  advantage on Dexterity (Acrobatics) and Strength 
  (Athletics) checks made to climb, jump, swim, or otherwise 
  navigate natural terrain. 
  Beast’s Fury 
  Beginning at 10th level, you can attack twice when you 
  take the Attack action on your turn. At least one of these 
  attacks must be made with an unarmed strike. 
  Primal Healing 
  At 14th level, you gain the ability to close wounds on your 
  body as they appear. When another creature damages you 
  with an attack, you may use your reaction to reduce the 
  damage by 1d8 + your druid level. If this reduces the 
  attack’s damage to 0, you regain the difference in hit 
  points, up to your hit point maximum. You may use this 
  feature a number of times equal to your Wisdom modifier. 
  You regain all expended uses when you finish a long rest. 
   
   
   
   
   
   
  5 
  
   
   
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Kensai 
  The archetypical Kensai is an honorable swordsman, 
  possessing great power and mastery over her single chosen 
  weapon. An expert in controlling her life energies, a Kensai 
  imbues her chosen weapon with her own Chi and bonds to 
  it, allowing her to wield it with greater finesse than a 
  normal warrior. 
  Extension of Body 
  Beginning when you choose this archetype at 3rd level, you 
  may attune to a weapon that you are proficient with by 
  meditating for 24 hours. By imbuing a weapon with your 
  own Chi, the weapon forms a special link with you and 
  becomes your signature weapon. You may only have a 
  single signature weapon at a time. It is now considered a 
  magical weapon which grants a +1 bonus to attack rolls. 
  Additionally, if you can see your weapon and it is within 30 
  feet, you may have your signature weapon fly to your hand 
  as a bonus action. If you try to make an attack with any 
  weapon other than your signature weapon, you may not 
  apply your proficiency bonus to attacks. 
  Extension of Soul 
  At 7th level you learn to extend your Chi to affect others. 
  You gain advantage on Charisma (Persuasion) and 
  Charisma (Deception) checks while you are within 5ft of 
  your signature weapon if you are proficient in these skills. 
  After using this ability to gain advantage on a roll, you 
  cannot use it again until you complete a short or long rest. 
  Extension of Blade 
  At 10th level, through countless battles and days of 
  maintenance, you have gained the ability to wield your 
  weapon with precise control. You may now apply an 
  additional half your proficiency bonus (rounded down) to 
  attack rolls using your signature weapon. 
  Power Surge 
  At 15th level as a bonus action, you can channel your Chi 
  to guide your blade. While wielding your signature 
  weapon, you may double your proficiency bonus to attack 
  rolls and add your proficiency bonus to damage with your 
  signature weapon for the rest of the round. After using this 
  ability, you cannot use it again until you complete a short 
  or long rest. 
  Extension of Mind 
  At 18th level, you can impart a shard of your consciousness 
  into your signature weapon as a 1 hour ritual requiring 
  concentration and grant it sentience for 1 day. While your 
  signature weapon has sentience, by closing your eyes and 
  concentrating on your weapon as an action, you can enter a 
  Zen State for one minute. Until you lose concentration or 
  choose to end the Zen State as a bonus action, you have 
  blindsight with a range of 30 feet and cannot use your 
  normal sight.  You move at half speed and cannot be 
  surprised.  While in a Zen state, you may not attack 
  normally, though you can launch a single precise attack 
  each round. As an action, you may make a single weapon 
  attack with advantage using your signature weapon. If this 
  attack hits, you may add your total attack bonus as damage 
  to your damage roll. You may not use Power Surge if you 
  are in a Zen State. After you enter a Zen state, you may not 
  enter it again until you complete a long rest.  
   
  Monastic Traditions  
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level.  
  Way of the Drunken Fist  
  Monks who follow the Way of the Drunken Fist swear off 
  any notion of sobriety when beginning on their path. By 
  wobbling, tripping, and blundering about with expert 
  intention, as if completely inebriated, you can surprise even 
  the most trained enemy and strike them when it's most 
  unexpected. Moreover, when you do imbibe alcohol, you 
  can perform astounding feats of strength and bravery.  
  Drink like a Demon  
  Starting when you choose this tradition at 3rd level, you 
  have learned to catch your enemies off-guard with a 
  drunken, staggering school of martial arts. You are 
  proficient with improvised weapons and improvised 
  weapons are now considered as monk weapons. In addition, 
  creatures have disadvantage on Opportunity Attacks against 
  you.  
   
   
   
  6 
  
   
   
  For Medicinal Purposes  
  Beginning at 6th level, you can metabolize alcohol 
  differently. You may take a drink of alcohol and spend 1 Ki 
  as a bonus action to regain hit points equal to 1d4 + your 
  Monk level. You must complete a short or long rest before 
  using this feature again.  
  Staggering Strike  
  By 11th level, you have learned how to better take 
  advantage of openings in your opponent's defenses and 
  strike when they least suspect it. When an attack with 
  Advantage or Disadvantage made by a creature within 5 
  feet of you misses, you may use your reaction to make an 
  attack on that creature with a monk weapon or improvised 
  weapon.  
  Belch of Flame  
  At 17th level, you can ignite the alcohol in your mouth and 
  release it in a spray of flame. As an action, you can take a 
  drink of alcohol and spend 3 ki points to ignite it. You can 
  hold this in your mouth for a number of rounds equal to 
  your Constitution modifier, after which the effect is lost. As 
  a bonus action while the alcohol is held in your mouth, you 
  can spray it in a 20 foot cone. All creatures in this area 
  must make a Dexterity save. Creatures take 6d10 fire 
  damage on a failed save, or half as much on a successful 
  one. 
   
  Sacred Oaths 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart.  
  Inquisitor 
  Paladins who take an Oath of Inquisition make a solemn 
  promise to uphold the law and defend the Church from its 
  enemies. As Inquisitors, they root out heretics and those 
  who blaspheme against their god, wherever they might 
  hide, and do so by any means necessary. Unlike other 
  paladins, they are above many of the tenets of their  
  Church, answering to their god first, themselves second, 
  and all others, including other clerics and paladins, third. 
  Inquisitors often keep their ear to the ground, searching for 
  new threats and chasing down old enemies, using deceit 
  and violence when piety and righteousness is not enough. 
  Tenets of Inquisition 
  While the tenets of the Oath of Inquisition may vary to suit 
  the nature of the threat encroaching upon the church, 
  paladins who take this oath hold highly the following as a 
  matter of necessity, rather than ideals.  
       Root Out Heresy. Seek out those who might do harm 
  to the Church or others, even if they hide themselves from 
  sight. 
       Justice Over Mercy. Above all else, it is the charge of 
  the Inquisitor to bring justice to the wicked, be that by the 
  sword or in a court of law. 
       Trickery and Guile. In order to learn the truth, it is 
  sometimes necessary to use deception.  
       Ends Justify the Means. Your methods need not be 
  righteous if the cause is so. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7 
  
   
   
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  detect evil and good, disguise self 
  5th 
  detect thoughts, zone of truth 
  9th 
  major image, speak with dead 
  13th 
  greater invisibility, locate creature 
  17th 
  mislead, scrying 
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Judgement. You can cast judgement upon a creature. 
  As an action using your Channel Divinity, select one 
  creature you can see within 30 feet of you. If the creature 
  has a different alignment than you, it suffers a disadvantage 
  on all saving throws until the end of your next turn. If its 
  alignment differs from yours in each alignment axis 
  (good/evil and lawful/chaotic), it is also may move only 10 
  feet during the next round and take either an action or 
  bonus action (not both) on its next turn.. 
       Bane. You can use your Channel Divinity as a bonus 
  action to imbue your weapon with the power to lay low 
  your foes. Select a creature type (aberrations, beasts, 
  celestials, constructs, dragons, elementals, fey, fiends, 
  giants, monstrosities, oozes, plants, or undead.) For 1 
  minute, the weapon you are holding deals 1d8 additional 
  damage against creature of that type. 
  Stalwart 
  Beginning at 7th level, your unfaltering determination spurs 
  those around you. You and friendly creatures within 10 feet 
  have advantage on Intelligence, Wisdom, and Charisma 
  saving throws. 
  Exploit Weakness 
  At 15 level, you can exploit a creature's weakness. As a 
  bonus action, choose one creature you can see within 30 
  feet. Until the end of your turn, the creature is considered to 
  have vulnerability to your weapon damage. You must 
  complete a short or long rest before using this ability again. 
  True Judgement 
  Beginning at 20th level, as an action you become a visage 
  of true law to cast judgement upon your foes. To lawful 
  creatures, you appear as an unshakable Justicar in shining 
  armor. To chaotic creatures, you appear as a darkly cloaked 
  creature of menace. To all others you appear as yourself, 
  surrounded with an intimidating aura of might. For the next 
  1 minute, you gain the following effects: 
  • You may use Judgement once per round as a bonus 
  action requiring no use of Channel Divinity. When you 
  do so, you also have advantage on attack rolls against 
  that creature targeted by Judgement until the beginning 
  of your next turn. 
  • Creatures with an alignment different than your own 
  within 20 feet of you may not use the Disengage Action 
  during this duration, and may move at most 10 feet 
  away from you when they move. 
  After using this ability, you cannot do so again until you 
  complete a long rest. 
   
  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Master Thrower 
  Master throwers, as is often joked, rely on a fighting style 
  that clearly involves disarming themselves. In truth, 
  someone who can bury a dagger or a handaxe in your skull 
  from across the room is never a force to be underestimated. 
  True Master Throwers depend on quick reflexes, good 
  planning, and, of course, deadly aim to survive in a world 
  that values brute force over clever tactics. 
  Deadeye 
  Beginning when you select this archetype at 3rd level, you 
  can make attacks with thrown weapons at double the 
  normal range. Additionally, you can draw or stow any 
  number of thrown weapons when you would normally be 
  able to draw or stow only one. Finally, when you make a 
  ranged attack action with a finesse thrown weapon, you 
  may make two additional ranged attacks with other finesse 
  thrown weapons as a bonus action. You don’t add your 
  ability modifier to the damage of the bonus attacks, unless 
  that modifier is negative. 
  Defensive Throw 
  By 7th level, you have learned to throw weapons to 
  interrupt an enemy's attack. As a reaction when an attacker 
  you can see makes an attack against you, you can make a 
  ranged attack roll with one of your thrown weapons. If the 
  result of your roll is greater than the result of your 
  opponent's, you can reduce the total of the roll by 5, to a 
  minimum of 1. 
  Weak Spot 
  At 11th level, your thrown weapon attacks score a critical 
  hit on a roll of 19 or 20. 
  Throw Anything 
  By 15th level, your mastery of thrown weapons has grown 
  extensive. You can treat any one-handed or versatile 
  weapon as a thrown weapon with a range of 10/15 feet. 
   
   
  8 
  
   
   
  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Ghost-Faced Killer 
  The Ghost-Faced, depending on who you ask, are either an 
  order of assassins or specters of death itself. The members 
  of this guild preserve ancient techniques, passed down 
  through generations, by which a man becomes a spirit, and 
  how that spirit can kill. Inducted members are given a 
  porcelain demon masks of ghostly white to hide their 
  identities and their first mission: to slay a man in 
  broad daylight, and escape invisibly into the air. 
  Ghost Step 
  Beginning at 3rd level, as a bonus action, you can 
  become invisible until the beginning of your next turn. 
  You can use this feature a number of times equal to your 
  Charisma modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
  Ghost Sight 
  At 9th level, you gain the effects of see invisibility at all 
  times. 
  True Ghost Step 
  Starting at 13th level, as a bonus action, you can step 
  into the Border Ethereal until the beginning of your 
  next turn. During this time, you can move in any 
  direction. If you move up or down, every foot of 
  movement costs an extra foot. You can see and hear the 
  plane you originated from, but everything there looks gray, 
  and you can’t see anything more than 60 feet away. 
       While on the Ethereal Plane, you can only affect and be 
  affected by other creatures on that plane. Creatures that 
  aren't on the Ethereal Plane can’t perceive you and can’t 
  interact with you, unless a special ability or magic has 
  given them the ability to do so. You ignore all objects and 
  effects that aren’t on the Ethereal Plane, allowing you to 
  move through objects you perceive on the plane you 
  originated from.  
       When the duration ends, you return to the plane you 
  originated from having moved the same distance as you did 
  in the Border Ethereal. If this would return you to the same 
  spot as a solid object or creature, you are immediately 
  shunted to the nearest unoccupied space that you can 
  occupy and take force damage equal to twice the number of 
  feet you are moved. After you use this ability, you must 
  complete a short or long rest before using it again. 
  Dread Strike 
  Beginning at 17th level, you can make a devastating attack 
  that frightens your target to death. When you make an 
  attack against a creature that can't perceive you, you can 
  designate this attack a Dread Strike. If the attack hits, the 
  creature is frightened and must make a Wisdom saving 
  throw with a DC equal to 10 + your proficiency bonus + 
  your Charisma modifier. On a failed save, the creature 
  takes 6d6 psychic damage. Creatures immune to fear 
  automatically succeed this saving throw and are not 
  frightened. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9 
  
   
   
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blue Mage 
  Those who contain the spark of Blue Magic may live their 
  entire lives without realizing it. Until they are struck by the 
  force of a spell and feel the spell imprinting upon them, 
  they live as mundane, ordinary lives as others. From that 
  moment on, the Blue Mage absorbs the energy of any spell 
  cast upon them, learning the spell and fueling their power. 
  Blue Magic 
  Beginning at 1st level, the only way you can learn new 
  spells is to experience them. Unlike other sorcerers, you do 
  not learn new spells as you grow in level (though your 1st 
  level spells and cantrips are learned from the sorcerer spell 
  list, as a normal sorcerer). When a spell, spell-like ability, 
  or cantrip is cast on you, and you experience any effect of 
  the spell, you may learn that spell as a reaction. You do not 
  learn a spell if you are required to make a saving throw, 
  you succeed, and the spell has no effect on you. 
       The Cantrips Known and the Spells Known columns of 
  the Sorcerer table shows how the maximum number of 
  cantrips and spells you may learn through Blue Magic. The 
  spells learned need not be from the Sorcerer spell list. You 
  may forget a spell or cantrip by concentrating on it for 1 
  round. 
  Indigo Infusion 
  A 1st level you have the ability to change any equipment in 
  your possession to the match your color affinity. This takes 
  1 minute of undisturbed concentration to complete. This 
  change is not permanent; when the item in question leaves 
  your person or when you choose to dismiss the infusion, it 
  returns to its normal color in 1d4 rounds. This has no other 
  effect than altering the item's appearance.  
       The title "Blue Mage" only refers to the most common 
  spellcaster of this type; casters with other color affinities 
  exist and, though uncommon, are not rare. You select your 
  color affinity at 1st level, which may not be changed 
  thereafter. 
  Azure Awareness 
  Beginning at 6th level, you are more perceptive to the 
  ambient magic energy around you. As a bonus action, you 
  may cast detect magic without using a spell slot. In 
  addition, you can spend 2 sorcery points to focus this detect 
  magic on a creature as an action to detect if it has any 
  magical properties. When you do this, you learn all of the 
  creature's Spell-Like abilities, Immunities, Resistances, and 
  Vulnerabilities. 
   
   
   
   
  10 
  
   
   
  Turquoise Efficiency  
  By 14th level, you have learned to be frugal with the 
  magical energy you absorb from spells. When a spell that 
  you know that requires a saving throw is cast on you, you 
  have advantage on that save. In addition, if you save 
  against that spell, you gain a number of sorcery points 
  equal to the level of the spell. 
  Cerulean Reflection 
  Beginning at 18 level, you may use your body as a conduit 
  to transmit magic back at other casters. When you are 
  subjected to a spell that allows you to make a 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. Additionally, you can spend a number of sorcery 
  points equal to the level of the spell as a reaction to reflect 
  the spell back at the caster as though it originated from you, 
  turning the caster into the target. 
   
  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Skin 
  You have made a pact with a Fiend from the depths of hell, 
  whose skin you have bonded to your own, affording you a 
  hideous appearance and wicked arcane power. To do this 
  you performed and survived the blasphemous Ritual of 
  Bonding, a foul rite that agonizingly kills most that 
  undertake it. You now wear the essence of a fiend as a 
  second skin, bonded inseparably in body and soul to a beast 
  of hell. 
  Expanded Spell List 
  The Skin 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. 
   
   
   
  THE SKIN EXPANDED SPELLS 
  Spell Level 
  Spells 
  1st 
  false life, inflict wounds 
  2nd 
  barkskin, enlarge/reduce 
  3rd 
  meld into stone, protection from energy 
  4th 
  conjure minor elementals, stoneskin 
  5th 
  conjure elemental, hallow 
   
  Wear Fiend 
  Beginning when you make this pact at 1st level, you wear 
  the skin of a fiend as your own. This fiendish skin is for all 
  intents and purposes your own. The skin is unnaturally 
  tough, and your armor class equals 12 + your Dexterity 
  modifier. 
  Hideous Appearance 
  At 1st level, your appearance is hideous to behold. You 
  may add double your proficiency bonus to Intimidation 
  checks, but you have disadvantage on Persuasion checks. 
  Fiendish Hide 
  At 6th level, when you are struck with a blow, your fiend 
  skin can toughen and become like armor.  When a creature 
  attacks you, you can as a reaction temporarily increase your 
  armor class by 3, to a maximum of 20, and you have 
  resistance against bludgeoning, piercing, and slashing 
  damage until the beginning of your next turn. You must 
  finish a short or long rest before using this feature again. 
  Skin Adaptation 
  At 10th level, your fiend skin has become thicker. You gain 
  resistance to fire damage and cold damage. 
  Fell Blooded 
  By 14th level, you fiend skin has begun to intertwine with 
  your blood, closing your wounds as soon as they open. At 
  the beginning of your turn, if you have taken damage since 
  the end of your last turn, you regain hit points equal to your 
  proficiency bonus, to a maximum of the damage you took. 
   
   
   
   
   
   
   
   
   
   
  11 
  
   
   
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Chronomancy 
  The focus of the School of Chronomancy is harnessing the 
  energies of flowing time, and manipulating them to suit 
  your gain. It is a most dangerous tradition, as the practice 
  of slowing, reversing, or diverting the flow of time can 
  accidently tear novices to pieces, spreading them thinly 
  across millennia, or sometimes even drop them wholesale 
  into a new or old era, with no way of returning home. 
  Masters, however, walk the generations as planeswalkers 
  walk the cosmos. Experienced chronomancers can reliably 
  (and literally) end most conflicts before they even begin. 
  Temporal Savant 
  Beginning when you select this school at 2nd level, the 
  time you must spend to copy a spell into your spellbook is 
  halved. 
  Chronoshift 
  At 2nd level, when you cast a spell that has a casting time 
  of 1 action, you can change the casting time to 1 bonus 
  action for this casting. After you use this ability, you must 
  finish a short or long rest before using it again.  
  Alter Causality 
  At 6th level, you add the spells Slow and Haste to your 
  spellbook, if it they are not there already. You can cast one 
  of these spells without expending a spell slot. If you cast 
  Haste, you can target only yourself. Once you cast one of 
  these spells in this way, you can’t do so again until you 
  finish a long rest, though you can still cast it normally. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quantum Lag 
  At 10th level, when you cast a spell, you can delay its 
  effect one to three turns. Before the spell is cast, you select 
  the duration, the target, and roll any relevant attack rolls. 
  Any effects on the spell's targets, including saving throws, 
  are resolved when the spell triggers. If any conditions 
  change between casting and effect of the spell that would 
  make the spell impossible – such as the target leaving the 
  spell’s maximum range before the spell goes off – the spell 
  fails.  After you use this ability, you must finish a short or 
  long rest before using it again. 
  Timewalker 
  Beginning at 14th level, you can borrow time from the 
  present as an action, and use it in the future. Select a 
  duration, either one round or two rounds. Time stops for 
  you for this duration and you may take no actions. When 
  this duration ends, no time passes for other creatures and 
  you may move and act normally for the chosen duration. 
  Time restores to normal if one of the actions you use during 
  this period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn or 
  carried by someone other than you. In addition, the effect 
  ends if you move to a place more than 100 feet from the 
  location where you cast it. After you use this ability, you 
  must finish a long rest before using it again.  
   
   
  12 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Middle Finger of Vecna - Class Pack 1.pdf