TEXT: 1
  Classes | Cleric
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  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. 
  Commerce Domain                                      
  Gods of trade and commerce see monetary systems and 
  financial institutions as height of mortal achievement. 
  In the abstract concepts of value, ownership, and 
  exchange those who follow these gods study and find 
  metaphysical truths and meaning. Followers of these 
  gods are as often practicing merchants as they are 
  bankers, financial advisors, and clergy who hold court 
  over public markets.
  CommerCe Domain SpellS
     Cleric Level            Spells
  Mercantile Mind
  At 1st level, you are a shrewd merchant and can buy 
  goods and services at a 25% discount. You also become 
  proficient in two of the following skills; Deception, 
  Insight, Investigation, Perception, Persuasion, and 
  Sleight of Hand.
  Channel Divinity: Seal Bargain
  At 2nd level, you can use your Channel Divinity to seal 
  a bargain between two parties. As an action you can 
  seal any verbal or written agreement by two or more 
  consenting parties. If either of these parties fails to 
  abide by the agreement that party suffers disadvantage 
  on a number of rolls equal to 1+ your Wisdom 
  modifier. You select which rolls the offending party 
  receives disadvantage on or you may allow your DM 
  to determine this on your behalf. In addition, the other 
  party or parties are immediately made aware that the 
  bargain was broken and this ability no longer affects 
  them.
  Channel Divinity: Pound for Pound
  At 6th level, you can use your Channel Divinity to apply 
  the rules of transaction and commerce to your defense. 
  When you or an ally you can see within 30 feet are hit by 
  an attack you may use your reaction to ensure that your 
  ally only takes half damage. The opponent who hit you 
  or your ally then takes an equivalent amount of damage.
  Impart Value
  At 8th level, whenever you take a long rest you may 
  select a non-magical item in your possession. The item 
  is now considered magical and gains a +1 to attack rolls 
  if it is a weapon, +1 to armor class if it is a shield or 
  armor, and a +2 bonus if the item is used in conjunction 
  with a skill or tool skill. While empowered the object is 
  considered magical and must be attuned to if the user 
  wishes to get its benefit. This effect ends after 24 hours 
  or during your next long rest, whichever comes first. 
  Casting identify on the object will reveal that the object 
  is only temporarily imbued with power.
  Market Mastery
  At 17th level, your invisible pull over the market is 
  now strong enough that you can purchase goods and 
  services at half price, replacing your 25% discount. 
  In addition, you can use your Impart Value feature to 
  create one object that provides a +2 to attack rolls if it 
  is a weapon, +2 to armor class if it is a shield or armor, 
  and +4 bonus if the item is used in conjunction with a 
  skill or tool skill or you can empower half your Wisdom 
  modifier (round up) in objects at the original bonus 
  values.
  Commerce Domain by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Vault of Madness” by Kerembeyit
  1st
  3rd 
  5th
  7th
  9th
  identify, illusory script
  locate object, zone of truth
  sending, tongues
  leomund’s secret chest, locate creature
  legend lore, teleportation circle
  
  2
  Classes | Cleric
  Prophecy Domain                                         
  Unlike other cleric domains, the prophecy domain does 
  not belong solely to those gods who claim fate and 
  destiny as their spheres of influence. Although gods and 
  goddesses of fate and destiny do empower their clerics 
  with this domain, just as often clerics are empowered by 
  a god who desires a prophet to spread his vision of the 
  future in the world. Prophets dedicated to gods of other 
  spheres have their visions of the future colored by their 
  god’s more common domains while prophets of gods 
  of fate and destiny are more emotionally distant and 
  objective in their foretellings. 
  propheCy Domain SpellS
     Cleric Level            Spells
  Bonus Cantrip
  Starting at 1st level, you gain the guidance cantrip.
  Oracle’s Burden
  Starting at 1st level, you gain one of the following 
  burdens.
  Clouded Eyes. Your eyes are clouded and milky. You 
  are blind and have a blindsight to a distance of 45 feet.
  Venerable. Your oracular vision came with advanced 
  old age. Your maximum hit points are reduced by 1 hp 
  per level. Your Wisdom score increases by 2 and you 
  can use Ability Score Increase features to raise your 
  Wisdom to a maximum of 22.
  Withered Hand. You have a withered hand. You have 
  disadvantage on any weapon attacks and ability checks 
  made with that hand and cannot carry a shield with it. 
  When you roll a 1 on a damage die for damage you are 
  dealing to a creature from a spell you can reroll the die 
  and must use the new roll, even if the new roll is a 1.
  Channel Divinity: Prophetic Vision
  Starting at 2nd level, you can use your Channel Divinity 
  to look into the near future and see the shape of things 
  to come. As a bonus action you roll a d20 and record 
  the result. Within the next hour you can replace any 
  initiative roll, attack roll, saving throw, or ability check 
  made by you or a creature that you can see with one of 
  the foretold rolls. You must choose to do this before the 
  affected roll is made. Once the foretold roll is used it is 
  lost.
  Cryptic Advice
  Starting at 6th level, as a bonus action you can give 
  a piece of cryptic advice to a creature you share a 
  language with. Once within the next hour when that 
  creature makes an attack roll, saving throw, or ability 
  check they can recall your cryptic advice to reroll the 
  die, using the second result instead. Once you have used 
  this feature you cannot use it again until you complete a 
  short or long rest.
  Deadly Premonition
  Starting at 8th level, the first time each round you miss 
  with a melee or spell attack you can choose to reroll the 
  attack roll. You must use the second result.
  Soothsayer’s Skill 
  Starting at 17th level, you can cast any divination spells 
  you know with a spell slot one level lower than what 
  would normally be required. 1st level divination spells 
  become cantrips for you.
  New Spells                                                   
  Embrace Destiny
  1st-level divination
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Class: Bard, Wizard
  You look into the future and see a murky vision of things 
  to come. When you cast this spell roll a d20 and record 
  the number rolled. Before the duration of this spell is 
  over you can replace any attack roll, saving throw, or 
  ability check made by you or a creature that you can see 
  with the foretold roll. You must choose to do this before 
  the affected roll is made. Once the foretold roll is used 
  it is lost.
  Prophecy Domain by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Oracle” by Sickbrush
  embrace destiny, guiding bolt
  detect thoughts, see invisibility
  bestow curse, clairvoyance
  arcane eye, divination
  commune, dream
  1st
  3rd 
  5th
  7th
  9th
  
  3
  Classes | Druid
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Druid Circles
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members 
  of this druidic society, though some individuals are so 
  isolated that they have never seen any high-ranking 
  members of the society or participated in druidic 
  gatherings. Druids recognize each other as brothers 
  and sisters. Like creatures of the wilderness, however, 
  druids sometimes compete with or even prey on each 
  other. At a local scale, druids are organized into circles 
  that share certain perspectives on nature, balance, and 
  the way of the druid. 
  Circle of Root & Branch                         
  Druids who practice the Circle of Root & Branch have 
  a close relationship with the green things of the world. 
  Early on in their devotion they learn to resist toxins, 
  emulate flora as easily as they do fauna, and even how 
  to create a living plant companion. These druids are 
  rarely seen without a mandragora at their side, a kind of 
  living plant that varies based on the land it was born in. 
  While not always fanatical about the defense of natural 
  territory, druids of the Circle of Root & Branch always 
  exhibit respect for the natural world and expect the 
  same of others.
  Green Thumb
  Starting at 2nd level, you gain resistance to poison 
  damage.
  Leaf and Branch
  Starting at 2nd level, you can also use your Wild Shape 
  feature to take on the shape of plants. These plant 
  shapes have the same maximum CR and limitations as 
  beast shapes. Inanimate plants are considered CR 0.
  Root and Stem
  Starting at 2nd level, you learn a ritual to grow a 
  mandragora. The ritual takes an hour to complete and 
  at its conclusion a mandragora seedling digs itself out 
  of the ground before you. The seedling functions as your 
  familiar as if by the find familiar spell.
     As a bonus action you can assert control over 
  your mandragora familiar so long as you maintain 
  concentration. While you maintain concentration you 
  can mentally control the mandragora’s actions on its 
  turn and the mandragora adds your proficiency bonus to 
  its AC, attack rolls, and saving throws. While you have 
  control over your mandragoras actions you can compel 
  it to attack and take other actions familiars normally 
  cannot. If your mandragora can cast a spell it uses your 
  spell attack and spell save DC.
     As a bonus action on your turn you can expend a spell 
  slot to heal your mandragora 1d10 for each slot level.
  Bud and Bloom
  Starting at 6th level, your mandragora seedling grows 
  into a blooming mandragora. When you use the ritual 
  you learned with the root and stem feature you cultivate 
  a blooming mandragora instead of a mandragora 
  seedling.
  Green Heart
  Starting at 10th level, you are immune to poison 
  damage and the poison condition. When you take a 
  short rest in direct sunlight you may add your Wisdom 
  modifier to each hit die you expend to determine hit 
  points regained and you regain a spell slot of a level 
  equivalent to the number of hit dice you spent.
  Royal Blossom
  Starting at 14th level, your blooming mandragora grows 
  into a royal mandragora. When you use the Root and 
  Stem ritual feature you cultivate a royal mandragora 
  instead of a blooming mandragora.
  Mandragora
  
  4
  Classes | Druid
  Regional Variants                                       
  Arctic
  Seedling. This creature gains resistance to cold 
  damage.
  Blooming. This creature gains immunity to cold 
  damage. This creature can create a layer of frost nearby 
  mimicking the spell grease. It can use this feature again 
  when it completes a long rest.
  Royal. This creature can cast sleet storm. It must 
  complete a long rest before it can cast this spell again.
  Coast
  Seedling. This creature has a swim speed of 30 ft., 
  can breathe air and water and can cast the spell create 
  or destroy water. It must complete a short rest before it 
  can cast this spell again.
  Blooming. This creature gains resistance to acid 
  damage. This creature can cast the spell water 
  breathing or water walk. This creature must complete a 
  long rest before it can cast one of these spells again.
  Royal. This creature gains immunity to acid damage. 
  This creature can cast the spell watery sphere. It must 
  complete a long rest before it can cast this spell again.
  Desert
  Seedling. This creature gains resistance to fire 
  damage.
  Blooming. This creature gains immunity to fire 
  damage. This creature can cast the spell burning hands. 
  It can use this spell again when it completes a long rest.
  Royal. This creature can cast fireball. It must 
  complete a long rest before it can cast this spell again.
  Forest
  Seedling. This creature can cast animal friendship or 
  speak with animals. This creature must complete a long 
  rest before it can cast one of these spells again.
  Blooming. This creature is medium and has an 
  additional 5 hit points. This creature can cast entangle. 
  It must complete a long rest before it can use this spell 
  again.
  Royal. This creature is large and has an additional 10 
  hit points.
  Grassland
  Seedling. This creature gains +10 feet to its walking 
  speed.
  Blooming. This creature can use its action when in 
  direct sunlight to regain 1d4+2 hit points.
  Royal. This creature can use its action when in direct 
  sunlight to gain 2d4 temporary hit points.
  Mountain
  Seedling. This creature gains a burrow speed of 10 
  feet and tremorsense of 15 feet.
  Blooming. This creature’s AC improves by 2.
  Royal. This creature has resistance to bludgeoning, 
  piercing, and slashing damage from non-magical 
  weapons.
  Settlement
  Seedling. This creature can understand and speak 
  one language spoken in the settlement it was created in.
  Blooming. This creature has advantage against 
  charmed and frightened effects. This creature’s 
  Intelligence score increases by 2.
  Royal. This creature can cast the spell charm person 
  as a 3rd-level spell or fear. This creature must complete 
  a long rest before it can cast one of these spells again.
  Swamp
  Seedling. This creature’s vine lash attack has a reach 
  of 30 ft.
  
  5
  Classes | Druid
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Blooming. This creature’s vine lash grapple save DC 
  is increased by 2.
  Royal. This creature ignores difficult terrain caused by 
  foliage. This creature has an aura of 5 feet, all creatures 
  passing through the aura consider it difficult terrain due 
  to overgrown foliage.
  Undedark
  Seedling. When this creature uses vine lash he can 
  replace the normal damage type with poison.
  Blooming. This creature can cast the spell darkness 
  or invisibility (targeting itself only). It can cast one of 
  these spells again after it completes a long rest.
  Royal. When this creature makes a vine lash attack 
  it can choose to not grapple. If it does, the target of the 
  attack must make a Constitution saving throw against 
  the poisoned condition with the same DC as the grapple 
  check. If the target creature fails this saving throw it is 
  poisoned for one minute. It can make a Constitution 
  saving throw at the end of each of its turns to end this 
  effect.
  Circle of Root & Branch by
  /u/ coolgamertagbro
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Second Druid” by Cerulean Raven
  “Plant Creature” by Guild Wars 2
  
  6
  Classes | Druid
  Circle of the Spirit                                
  Druids of the Circle of the Spirit are the shamans 
  and spirit-talkers of the Old Faith. While others turn 
  their focus to the emulation of the natural world or 
  beasts, shamans learn to commune with the spirits and 
  ethereal beings that remain hidden from mortal senses. 
  Beyond just learning to commune with the invisible 
  beings, shamans learn to call these spirits into them, 
  empowering their efforts with the spiritual might of 
  those beings.
  Shamanic Vision
  Starting at 2nd level, you can spend an action to attune 
  yourself to the invisible world. When you do so, you gain 
  shamanic vision out to a range of 30 feet. You maintain 
  this altered state so long as you continue concentration. 
  Within range of your shamanic vision you can see in 
  darkness and see into the Ethereal Plane. Starting at 
  14th level, your shamanic vision’s range increases to 60 
  feet and allows you to perceive invisible creatures and 
  the original form of a shapechanger or creature that 
  is transformed by magic.
  Spirit Door
  Starting at 2nd level, while you are concentrating 
  on your shamanic vision you can use an action 
  and expend a use of your Wild Shape to compel 
  a totemic spirit to possess you. While you 
  are possessed, you remain in full control of 
  your character but the spirit enhances your 
  abilities depending on the spirit chosen. While 
  possessed you gain advantage on saving throws 
  to maintain concentration. This effect ends 
  when you lose concentration or a number of 
  hours have passed equal to half your druid 
  level. You can cast spells that do not require 
  concentration while possessed.
  Chieftain. You gain advantage on 
  Wisdom saving throws and are proficient 
  in Persuasion, Insight, and History for 
  the duration. As a bonus action you can 
  expend a spell slot to gain a number of d6 
  Chieftain dice equal to the level of the spell 
  slot expended. When you or a friendly 
  creature within range of your shamanic 
  vision makes a saving throw or ability 
  check you can expend a Chieftain die to 
  roll it and add that result to the saving throw or ability 
  check.
  Warrior. You gain advantage on Constitution saving 
  throws and are proficient in Athletics, Acrobatics, and 
  Intimidation for the duration. As a bonus action you can 
  expend a spell slot to gain a number of d6 Warrior dice 
  equal to the level of the spell slot expended. When you 
  or a friendly creature within range of your shamanic 
  vision makes a weapon attack or a damage roll you can 
  expend a Chieftain die to roll it and add that result to 
  the weapon attack or damage roll.
  Trickster. You gain advantage on Charisma saving 
  throws and are proficient in Deception, Sleight of Hand, 
  and Stealth for the duration. As a bonus action you can 
  expend a spell slot to gain a number of d6 Trickster dice 
  equal to the level of the spell slot expended. When a 
  creature within range of your shamanic vision makes an 
  attack roll or saving throw you can expend a Trickster 
  die to roll it and subtract that result from the attack roll 
  or saving throw.
  Invisible World Attunement
  Starting at 6th level, choose a permanent blessing from 
  the totemic spirit you have the closest relationship with.
  Chieftain. You can use a bonus action issuing a 
  command to a friendly creature. That creature can 
  spend their reaction to make a weapon attack or cast a 
  cantrip.
  Warrior. When you cast a cantrip or use the Attack 
  action you can use your bonus action to make a weapon 
  attack.
  Trickster. You can use your bonus action to hinder 
  an opponent within 10 feet of you. The next roll that 
  creature makes has disadvantage.
  Ethereal Body
  Starting at 10th level, you can cast the spell 
  etherealness without expending a spell slot. You can use 
  this feature again when you complete a long rest.
  Spirit Walks With You
  Starting at 14th level, you can cast the spell unseen 
  servant at will.
  Circle of the Spirit by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Shaman Render” by Dragons of Elanthia
  
  7
  Classes | Monk
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  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 Master                   
  There is enlightenment in altered states of 
  consciousness and none so enlightened as the happy 
  drunk. Practitioners of the Way of the Drunken Master 
  believe that by emulating the ecstatic happiness and 
  reflexive confusion of the perpetually intoxicated they 
  will achieve lasting bliss and martial superiority.
  Drunken Stupor
  Starting at 3rd level, you can spend a bonus action to 
  put yourself into a Drunken Stupor. Drunken masters 
  prefer to imbibe copious amounts of alcohol regularly 
  but do not need to do so to use this feature. While in a 
  Drunken Stupor and not wearing any armor you gain 
  the following benefits:
  • Opportunity attacks against you have disadvantage.
  • Opportunity attacks you make gain advantage.
  • Gain proficiency in improvised weapons.
  • You can spend 1 ki to use a Drunken Technique
  If you are able to cast spells you cannot cast them 
  while in a Drunken Stupor. Your Drunken Stupor ends 
  after 1 minute, when you go unconscious, or when you 
  spend a bonus action to do so. After using this feature 
  once, additional uses give you a level of exhaustion at 
  the conclusion of each Drunken Stupor. You regain 
  your ability to use Drunken Stupor without gaining 
  exhaustion after a short or long rest.
  Drunken Techniques
  Starting at 3rd level, you can use the following 
  techniques while you are in your Drunken Stupor.
  Wander Away. When an enemy moves within 5 feet 
  of you, you can use your reaction and 1 ki to Disengage 
  and move your movement speed.
  Redirect an Attack. When a creature misses you with 
  a melee weapon attack you can use your reaction and 1 
  ki to force that creature to make the same attack against 
  a foe of your choice within range of the attack. It gains 
  advantage on that attack.
  We’re Best Friends, Right? You can use a bonus 
  action and expend 1 ki to make a grapple attempt with 
  advantage.
  Homebrewer
  Starting at 3rd level, gain proficiency in brewer’s 
  supplies and add double your proficiency bonus 
  when using the skill.
  Simple Mind, Free Spirit
  Starting at 6th level you can use your Drunken Stupor 
  feature twice before additional uses give you a level of 
  exhaustion at the conclusion of each Drunken Stupor. 
  You regain your ability to use Drunken Stupor twice 
  without gaining exhaustion after a short or long rest. In 
  addition, while you are in a Drunken Stupor you gain 
  resistance to psychic damage and have advantage on 
  saving throws against and skill checks to end grappled 
  or restrained conditions.
  Internal Fermentation
  Starting at 11th level you can use your Drunken Stupor 
  feature three times before additional uses give you a 
  level of exhaustion at the conclusion of each Drunken 
  Stupor. You regain your ability to use Drunken Stupor 
  three times without gaining exhaustion after a short 
  or long rest. When you are hit by an attack that deals 
  poison damage you can spend your reaction to regain 1 
  ki point or gain temporary hit points equal to 1d8 + your 
  monk level. You gain both of these effects if you are in 
  a Drunken Stupor when you are hit. Once you use this 
  feature, you must finish a short or long rest before you 
  can use it again.
  Always Be Drinking
  Starting at 17th level once you enter a Drunken Stupor 
  you do not exit the Drunken Stupor until you take a 
  bonus action to end it or are knocked unconscious. 
  Additionally, you can use your drunken techniques when 
  not in a Drunken Stupor and while in a Drunken Stupor 
  you can activate drunken techniques without a ki cost. 
     Finally, you are used to laying face down on the floor. 
  While you are prone you are not at disadvantage to 
  attack others and those within 5 feet of you do not get 
  advantage on their attacks against you.
  Way of the Drunken Master by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Chin Getsai” by King of Fighters XIII
  
  8
  Classes | Monk
  Way of the Tattooed Temple                      
  Some monks believe their body is the greatest temple 
  to the gods that exists and that adorning that temple 
  with art honors their faith. Practitioners of the Way 
  of the Tattooed Temple ink their bodies as they reach 
  milestones in their personal journey, infusing some of 
  these tattoos with mystical energy that evokes magical 
  properties from the ink. Although some look askance 
  at the appearance of these monks, none can doubt their 
  supernatural power.
  Inked
  Starting at 3rd level, you gain proficiency with tattooist’s 
  tools. In addition, choose one mystical tattoo and gain it. 
  Choose and gain another mystical tattoo at 6th and 11th 
  level.
  Mystical Tattoos
  When a monk of this monastic tradition gains a mystical 
  tattoo he tattoos himself or instructs another to tattoo 
  him. Activating his own enlightened potential with the 
  pain and creativity of the tattooing the ink is imbued 
  with magical powers and becomes a mystical tattoo.
  When an effect created by one of your mystical tattoos 
  calls for a saving throw, you use your ki saving throw DC.
  Crane. You can use a bonus action to Disengage. As 
  a bonus action you can spend 1 ki to fly 50 feet. If you 
  do not land at the end of this movement you fall to 
  the ground at the end of your turn, taking damage as 
  normal.
  Eye. You have advantage on saving throws against 
  illusion effects. As a bonus action you can spend 2 ki to 
  gain blindsight out to a range of 30 feet for 1 minute.
  Mandala. Your maximum ki points is increased by 1. 
  At 6th level this bonus to maximum ki points increases 
  by 2, and at 11th level it increases by 3. When you are 
  reduced to 0 hp you can spend 1 ki to automatically 
  stabilize.
  Mask. You gain proficiency with Deception. As an 
  action you can spend 2 ki to cast disguise self or 3 ki to 
  cast alter self.
  Monkey. You gain proficiency with Acrobatics. If 
  you already have proficiency, you add double your 
  proficiency bonus when using Acrobatics. You can use 
  a bonus action and spend 1 ki to hurl an object within 
  reach at an enemy creature within 30 feet. That creature 
  must make a Dexterity save or have disadvantage on all 
  attack rolls until the end of its next turn. 
  Mountain. You have +1 AC when you are unarmored 
  and have no shield. When you are hit by an attack you 
  can use your reaction and spend 1 ki to gain resistance 
  against the damage of that attack.
  Snake. You can choose to deal poison damage instead 
  of bludgeoning damage with your unarmed attacks. 
  When you deal poison damage with your unarmed 
  attack damage you can spend 2 ki and the creature must 
  pass a Constitution saving throw or be poisoned for 
  one minute. If the creature fails this saving throw it can 
  attempt the saving throw again at the end of each of its 
  turns.
  Spider. You have a climb speed of 30 feet. You can use 
  an action and spend 3 ki to cast the spell web without 
  material components.
  Sun. You gain resistance to radiant damage. When 
  you use a bonus action and spend 2 ki, all creatures 
  within 30 feet of you must pass a Constitution saving 
  throw or be blinded until the start of your next turn. 
  Tiger. You can choose to deal slashing damage instead 
  of bludgeoning damage with your unarmed attacks. 
  When you deal slashing damage with your unarmed 
  attack you can spend 1 ki to add 1d12 slashing damage 
  to the attack.
  Tree. You have advantage on saving throws against 
  being knocked prone or being moved against your will. 
  You can use an action and spend 2 ki to cast the spell 
  entangle.
  Tsunami. You can breathe in air and water and gain 
  a swimming speed of 30 feet. When you make an 
  unarmed attack you can spend 1 ki to attempt to knock 
  the creature down. The creature must pass a Strength 
  saving throw or fall prone. 
  Living Canvas
  Starting at 17th level, ink moves across your skin like 
  paint spilled upon a canvas. When you complete a long 
  rest choose a mystical tattoo. You have this tattoo until 
  you take a long rest.
  Way of the Tattooed Temple by
  /u/ coolgamertagbro
  Art Credits in Order of 
  Appearance
  “Monk” by Limsh
  Tattooist’s Tools
  Tattooist’s tools are artisan tools that can be purchased 
  for 3 gp and weigh 3 lbs. Tattooist’s tools include a set of 
  needles, a pen, and a set of inks good for a dozen tattoos 
  and are used to make permanent ink tattoos. If you 
  have proficiency with tattooist’s tools you are capable of 
  using the tools and have some amount of artistic talent 
  regarding tattooing. You can purchase enough ink for a 
  dozen tattoos for 1 sp.
  
  9
  Classes | Paladin
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Sacred Oaths
  Becoming a paladin involves taking vows that commit 
  the paladin to the cause of righteousness, an active 
  path of fighting wickedness. The final oath, taken when 
  he or she reaches 3rd level, is the culmination of all 
  the paladin’s training. Some characters with this class 
  don’t consider themselves true paladins until they have 
  reached 3rd level and made this oath. For others, the 
  actual swearing of the oath is a formality, an official 
  stamp on what has always been true in the paladin’s 
  heart.
  Oath of Ancestors                                       
  The Oath of Ancestors is a commitment to those who 
  came before you to carry on their ideals and wishes 
  into the future. Dwarven paladins might honor their 
  clan fathers and mothers while elven paladins channel 
  their grief for those who passed on. When communities 
  are lost to the distractions and petty politics of the 
  modern era, paladins swear the oath of Ancestors to 
  remind others of the honorable dead who have passed 
  before them. Sometimes called spectral knights, tomb 
  guardians or sin-eaters, paladins who swear this oath 
  commune with their ancestors and carry out their 
  wishes in the material realm.
  Tenets of the Ancestors
  The exact tenets of the Ancestors changes based on the 
  ancestors being honored but all who swear the oath 
  abide by these core principles.
  Remember the Dead. Remember those who have 
  gone before you and passed on. Carry their memory in 
  your mind and let those memories guide you.
  Respect the Dead. Show deference to the resting 
  places of the dead and follow the examples and wishes 
  of the departed.
  Honor the Dead. Honor the dead with your actions. 
  Let your righteousness be a reminder to others of their 
  virtue and power.
  Death is Peace. The undead are an affront to the 
  serenity of true death. Show the undead the mercy of 
  ushering them into the next world as quickly as possible.
  Oath Spells
  You gain Oath spells at the paladin levels listed.
  oath of the anCeStorS
     Paladin Level      Spells
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Ancestral Guidance. As a bonus action, 
  you open your heart to the wisdom of your 
  ancestors, using your Channel Divinity. 
  Choose one of the following rolls; attack, 
  one type of saving throw, or one skill 
  or tool. Add your Charisma modifier 
  to all rolls of that type for the next 
  minute, adding it twice if you already normally add your 
  Charisma modifier to that roll.
  Peace with the Dead. As an action, you can call out to 
  the undead and the dying and plea with your ancestors 
  to bring them peace, using your Channel 
  Divinity. Each creature with 0 hit points within 30 feet 
  are automatically stabilized and each undead that can 
  see or hear you within 30 feet must make a Wisdom 
  saving throw. If the creature fails its saving throw, it is 
  pacified for 1 minute or until it takes damage.
  While pacified the undead cannot take reactions and 
  will only take its action to Help (if it has 3 or less 
  Intelligence) or Dodge (if it has Intelligence 4 or more). 
  While pacified the undead see you as their greatest ally 
  and will seek to interpose themselves between your foes 
  and you or, in the case of the less intelligent undead, 
  spend their turn aiding you in whatever way they can. 
  If an undead who would normally attempt to take the 
  Help action cannot reach you to do so it instead takes 
  the Dodge action.
  Ectoplasmic Aura
  Starting at 7th level, you project an aura of finality up to 
  30 feet away. While a creature is in your aura you know 
  its remaining hit points. Whenever you deal damage to 
  the enemy with the lowest remaining hit points in your 
  aura you deal an additional 1d6 necrotic damage.
  unseen servant, false life 
  gentle repose, see invisibility
  feign death, speak with dead
  revivify, death ward
  contact other plane, raise dead
  3rd
  5th 
  9th
  13th
  17th
  
  10
  Classes | Paladin
  Grim Harvest
  At 15th level when you reduce a creature to 0 hit points 
  on your turn you can spend your bonus action to roll 
  a 1d10 and add your Charisma modifier and regain 
  that many hit points. That creature cannot be raised as 
  undead.
  Ghostwalker
  At 20th level you can spend your action to call your 
  ancestors to manifest in your presence. For the next 
  minute the spirits of you and your allies ancestors heed 
  the call, appearing around you and joining you in battle. 
  While they do you gain the following benefits:
  • You have a number of spirits attending to you as if you 
  had cast Unseen Servant a number of times equal to 
  your Charisma modifier.
  • Your flesh turns to spirit. You gain resistance to 
  bludgeoning, piercing, and slashing damage and can 
  move through objects and creatures. If you end your 
  movement inside an object or creature take 1d10 
  force damage and you are pushed to the nearest 
  unoccupied space.
  • Gain a fly speed of 30.
  • Foes count all area covered by your Ectoplasmic Aura 
  as difficult terrain as spectres clutch at them from the 
  beyond.
  • You deal an additional 1d6 necrotic damage when you 
  deal damage to the enemy with the lowest remaining 
  hit points in your Ectoplasmic Aura.
     Once you use this feature you can’t use it again until 
  you complete a long rest.
  Oath of Ancestors by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Samurai” by Eric Belisle
  
  11
  Classes | Paladin
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Oath of Vigilance                                         
  Paladins who swear the Oath of Vigilance trust in a 
  moral authority or ethical power greater than them. 
  Those who swear the Oath of Vigilance choose a 
  specific deity or person to honor and defend until their 
  death. While they draw breathe these paladins do all 
  they can within their power to enact the stated will 
  of those they choose to serve and protect their lives if 
  applicable.
  Tenets of Vigilance
  The tenets of the Oath of Vigilance vary by paladin, 
  but all tenets revolve around protecting and honoring 
  those the paladin deems worthy of his protection. 
  Paladins who uphold these tenets are willing to sacrifice 
  themselves for the sake of that which they safeguard, 
  even abandoning their own dignity if it ultimately 
  protects the name of their ward.
  Defend the Greater Good. I place my life in the hands 
  of someone greater than myself. I will defend those I 
  deem morally greater than me to the death.
  Absolved by Obedience. My own ability to 
  comprehend is lesser than those I protect. I am absolved 
  of my flaws by strict obedience to their directions.
  Honor by Association. I am honored by my 
  relationship with those I protect and, in turn, I must 
  honor them by acting with integrity and respect.
  Humility. When I find someone worthy of protecting 
  I will make their will and life my priority. Through the 
  advancement of their goals will I improve the world and 
  be personally fulfilled.
  Oath Spells
  You gain Oath spells at the paladin levels listed.
  oath of VigilanCe
     Paladin Level      Spells
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Vow of Protection. As a bonus action, you can make 
  a promise to safeguard a creature within 10 feet of you, 
  using your Channel Divinity. For 1 minute all attack 
  rolls against that creature have disadvantage while you 
  remain within 10 feet of the creature. This effect ends if 
  you drop to 0 hit points or fall unconscious.
  Empower Ally. As an action, you present your holy 
  symbol and speak a prayer of warding, using your 
  Channel Divinity. Choose one creature within 60 feet of 
  you that you can see. That creature gains temporary hit 
  points equal to your Charisma modifier + your paladin 
  level and has advantage on all saving throws made for 
  the 1 minute. This effect ends if the creature is reduced 
  to 0 hit points.
  Tireless Sentinel
  Starting at 7th level, when a creature adjacent to you is 
  the subject of an attack roll after the attack roll is made 
  but before it is declared whether or not the attack was 
  successful, you can use your reaction to switch places 
  with the creature and become the target of the attack.
  Soul of Vigilance
  Starting at 15th level, the authority with which you 
  speak your Vow of Protection gives you greater power 
  to defend your safeguarded ally. When a creature under 
  the effect of your Vow of Protection takes damage, you 
  can use your reaction to make a melee weapon attack 
  against the creature who dealt that damage if it is within 
  range. 
  Guardian Angel
  Starting at 20th level, you can assume the form of 
  an angelic protector. Using your action, you undergo 
  a transformation. For 1 hour, you gain the following 
  benefits:
  • Wings sprout from your back and grant you a flying 
  speed of 60 feet.
  • You emanate an aura of calm in a 30-foot radius. 
  While inside your aura friendly creatures are immune 
  to charmed and frightened conditions.
  • When a friendly creature within 30 feet of you takes 
  damage, that damage is reduced by your Charisma 
  modifier.
     Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Oath of Vigilance by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “Samurai Leader” by Zakforeman
  compelled duel, shield of faith
  aid, warding bond
  glyph of warding, spirit guardians
  guardian of faith, stoneskin
  hallow, wall of force
  3rd
  5th 
  9th
  13th
  17th
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Benjamin Huffman/Complete Devout Handbook.pdf