Classes

Fighter

Fighters are the jack of all trades but a master of none. They are very capable at both offense and defense.

Subclasses: Samurai, Knight, Challenger

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Proficiencies

Armor: All armor, shields

Weapons: Start with 1 weapon of choice

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Magic tier cap: tier 9

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-chain mail or leather

-a martial weapon and a shield or two martial weapons

-a dungeoneer's pack or an explorer's pack

Level Proficiency Bonus Features
1 +2 1 weapon proficiency
2 +2 2 uses of action surge
3 +2 Subclass feature
4 +2 Extra action
5 +3 +1 use of action surge
6 +3 1 additional proficiency (weapon/language)
7 +3 +1 use of action surge
8 +3 Subclass feature
9 +4 Extra action
10 +4 Subclass feature
11 +4 +2 uses of action surge
12 +4 Fighting stance
13 +5 Subclass feature
14 +5 +1 use of action surge
15 +5 Extra action
16 +5 +1 use of action surge
17 +6 Subclass feature
18 +6 +2 uses of action surge
19 +7 +2 uses of action surge
20 +7 1 extra passive or ki/mana ability

Action surge: You can give yourself an additional action once per round. Action surge uses reset on long rest.

Fighting stance: Fighters choose their approach to the fight by their stance. As an action you can activate Fighting stance and choose either attack or defensive stance. Attack stance gives you +2 to hit to your attacks. Defensive stance gives you +2 AC and +1 SAC.

Paladin

Paladins swear an oath binding their lives to it. This sacred oath is what they shall follow for the rest of their lives, it gives them power but comes with its consequences. Once they swear upon their oath, the universe itself becomes their witness.

Subclasses: Follower of the oath

As a paladin, you gain the following class features.

Hit Points

Hit Dice: 1d12

Hit Points at 1st Level: 12 + your Constitution modifier

Proficiencies

Armor: All armor, shields

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-a martial weapon and a shield or two martial weapons

-a priest's pack or an explorer's pack

-Chain mail and a holy symbol of their Devil or God

Level Proficiency Bonus Features
1 +2 Bonus oath ability
2 +2 1 weapon proficiency
3 +2 Subclass feature
4 +2 Extra action
5 +3 +1 use of subclass bonus ability
6 +3 1 additional weapon proficiency
7 +3 Shielding
8 +3 Subclass feature
9 +4 Divine sensing
10 +4 Subclass feature
11 +4 +2 uses of subclass bonus ability
12 +4 Extra action
13 +5 Subclass feature
14 +5 +1 use of bonus subclass ability
15 +5 Body of a crusader
16 +5 +2 uses of bonus subclass ability
17 +6 Subclass feature
18 +6 +2 uses of bonus subclass ability
19 +7 +2 uses of bonus subclass ability
20 +7 1 extra passive or ki/mana ability

Shielding: Paladins can use an action to activate shielding. After shielding has been activated their AC and SAC goes up by 2 but they get disadvantage on dex saves.

Body of a crusader: Your body has blessed with additional strength needed for your crusades. You get 4 additional stat points you can distribute.

Divine sensing: Your deity can see through what normal beings cannot. If you have been with a living being for more than 10 minutes of ingame time you can ask your deity about 2 of their stats. One of them will be answered in relation to your own value of the same stat (higher or lower) and the other stat value will be shared precisely.

Cleric

Clerics are the mediators between the gods and the mortal world. They serve the gods and better the world in their name. They can channel the divine magic of their patreon to help them in their noble quest.

Subclasses: Faithful

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor, shields

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-scale mail, leather armor, or chain mail (if proficient)

-a priest's pack or an explorer's pack

-A holy symbol of your Devil or God

Level Proficiency Bonus Features
1 +2 2 uses of Divine help
2 +2 1 weapon proficiency
3 +2 Subclass feature
4 +2 Extra action
5 +3 +1 use of Divine help
6 +3 1 additional proficiency (weapon/language)
7 +3 Divine sensing
8 +3 Subclass feature
9 +4 +2 uses of Divine help
10 +4 Subclass feature
11 +4 +2 uses of Divine help
12 +4 Blessing of Divinity
13 +5 Subclass feature
14 +5 +1 use of Divine help
15 +5 Blessing of Divinity
16 +5 +1 use of Divine help
17 +6 Subclass feature
18 +6 +2 uses of Divine help
19 +7 +2 uses of Divine help
20 +7 1 extra passive or ki/mana ability

Divine help: You can ask the being you follow or ostricize for power to help you in a form of 1 + 1xlevel of character hit dice heal to you or a target in a 10ft radius around you or advantage on your next action. You can activate Divine help once per turn. Its uses reset on a long rest.

Blessing of divinity: Your deity has blessed your body with additional strength. You get 2 additional stat points you can distribute.

Divine sensing: Your deity can see through what normal beings cannot. If you have been with a living being for more than 10 minutes of ingame time you can ask your deity about 2 of their stats. One of them will be answered in relation to your own valeu of the same stat (higher or lower) and the other stat value will be shared precisely.

Monk

Monks devote their lives to reaching the state of transcendance. Whatever school of thought and teachings they follow, their ultimate goal is to get into total harmony of body, mind and mana.

Subclasses: sun soul monastery

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor

Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-light armor or any base weapon

-a dungeoneer's pack or an explorer's pack

Level Proficiency Bonus Features
1 +2 1 level of martial art
2 +2 2 uses of barrage of blows
3 +2 Subclass feature
4 +2 Extra action
5 +3 +1 use of barrage of blows
6 +3 1 additional proficiency (weapon/language/tool)
7 +3 2 uses of Brain basher
8 +3 Subclass feature
9 +4 Extra action
10 +4 Subclass feature
11 +4 +2 uses of barrage of blows
12 +4 +2 uses of barrage of blows
13 +5 Subclass feature
14 +5 +2 uses of Brain basher
15 +5 +2 uses of Brain basher
16 +5 +2 uses of barrage of blows
17 +6 Subclass feature
18 +6 +2 uses of barrage of blows
19 +7 +2 uses of barrage of blows
20 +7 1 extra passive or ki/mana ability

Barrage of blows: As a reaction you can unleash 3 basic attacks with your martial arts or melee weapon against your opponent. You need to roll hit on each one. Barrage of blows uses reset on long rest.

Brain basher: You can use an action to activate Brain Basher. Your next melee attack triggers a con save with a dc equal to your str. If the target fails the con save they take 6d12 additional true damage and are stunned for 1 turn. You can use this multiple times per turn. Brain basher uses reset on long rest.

Barbarian

Barbarians draw their power from the ancient spiritual laws of war and combat. They channel their rage and determination and reform it into power for their use.

Subclasses: barbarian of rage

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12

Hit Points at 1st Level: 12 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor, shields

Tools: None

Saving Throws: Strength, Constitution, dexterity

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-an axe, hammer or great axe

-medium armor or any base weapon weapon

-An explorer's pack

Reckless attack: By disregarding your dangers you increase your destructive power. You can add Reckless attack to one of your melee attacks per turn. The Reckless attack will have an advantage on hit and deal 2x level additional damage. As a trade off the next attack performed against you will also have an advantage. Reckless attack uses reset on long rest.

Martial master

Martial masters are the supreme martial artists. Forgetting the allure of magic and devoting everything they have to martial arts, they use mana to strengthen their bodies to godlike levels. Once one chooses this path, they shall forget about everything else and pursue the true peak of martial arts.

Subclasses: master of the hand

As a martial master, you gain the following class features.

Hit Points

Hit Dice: 1d12

Hit Points at 1st Level: 12 + your Constitution modifier

Proficiencies

Armor: Light armor

Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Sleight of hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-light armor or a katana or a sword

-a dungeoneer's pack or an explorer's pack

Level Proficiency Bonus Features
1 +2 Convergence
2 +2 1 Weapon Art level
3 +2 Subclass feature
4 +2 Extra action
5 +3 2 uses of Counter Arts
6 +3 Ki Mastery
7 +3 1 extra passive (up to B) or Ki ability
8 +3 Subclass feature
9 +4 Extra action
10 +4 Subclass feature
11 +4 1 additional Weapon Art level
12 +4 +2 uses of Counter Arts
13 +5 Subclass feature
14 +5 1 additional Ki ability
15 +5 +1 use of Counter Arts
16 +5 1 additional Weapon Art level
17 +6 1 additional Ki ability
18 +6 +2 uses of Counter Arts
19 +7 +2 uses of Counter Arts
20 +7 1 extra passive or Ki ability

Convergence: Your body converts all mana into ki and additional strength. You roll 50% of mana dice per level.

Bard

Bards are scholars of music and the word. They are able to integrate mana into their words and songs. They can create illusions with few strums on their guitar or explode boulders with few tunes from their trumpet.

Subclasses: bard of magical tunes

As a bard, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light armor

Tools: Three musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-any basic weapon

-a diplomat's pack or an entertainer's pack

-any musical instrument

-Leather armor

Level Proficiency Bonus Features
1 +2 3 uses of Songs of magic
2 +2 1 additional proficiency (weapon, language, tool)
3 +2 Subclass feature
4 +2 Extra action
5 +3 +3 uses of Songs of magic
6 +3 Get a magical instrument of your choice
7 +3 Fluent in communication
8 +3 Subclass feature
9 +4 +3 uses of Songs of magic
10 +4 Subclass feature
11 +4 +3 uses of Songs of magic
12 +4 Get a magical instrument or upgrade one
13 +5 Subclass feature
14 +5 +3 uses of Songs of magic
15 +5 Get a magical instrument or upgrade one
16 +5 +3 uses of Songs of magic
17 +6 Subclass feature
18 +6 Get a magical instrument or upgrade one
19 +7 +4 uses of Songs of magic
20 +7 1 extra passive or ki/mana ability

Songs of magic: Bards imbue mana and magic into their musical performance. By singing or playing their songs as an action they can cast bardic spells. Uses of Songs of magic reset on long rest.

Bardic spells:

Bardic inspiration: You music inspires those around you. All friendly creatures in a 60ft radius around you get to a your wisdom modifier into one of their rolls in the next 10 minutes.

Relaxing tunes: Your music helps relax and rest the minds of those around you. Choose up to 1+wisdom modifier creatures in a 60ft radius around you can roll 1+level of bard d10 which they can distribute as healing, mana or ki.

Ballad of sadness: You sing a tearjerker story that hits close to the heart. Choose up to 2+wisdom modifier targets in a 60ft radius around you that will have to roll a wisdom save against your SCM. If they fail the wisdom save they are forced to start crying. Creatures that are crying need to pass a wis save with a dc of 10+level of character in order to perform their actions. They need to pass a dc of 13+level of the bard in order to stop crying.

Song of forced dancing: Your music is incredibly catching and compels people to start dancing when they hear it. Choose up to 2+wisdom modifier targets in a 90ft radius around you that will have to roll a wisdom save against your SCM. If they fail the wisdom save they are forced to start dancing. Creatures that are dancing cannot perform melee attacks. If they want to stop dancing they need to pass a dc of 13+ level of the bard.

A true love song: Your music appeals to the heart and the feelings making everyone fall in love with you. Choose a creature in a 60ft radius around you that is forced to roll a wisdom save with a dc of 12+ your wisdom modifier + proficiency. If they fail the wisdom save they are charmed by you.

Fluent in communication: Bards get an additonal advantage on persuasion checks.

Magical instrument: Bards use magical instruments to enhance their musical performance and magic. Magical instruments give the bards +2 to performance and hit. The magical instruments can be upgraded with better strings and enchants to give the bards up to +6 (each level is a +1) to performance and hit.

Song of mockery: You make a fun of your target so much in your song, it gives them a mental anguish. Choose a creature in a 60ft radius around you that is forced to roll a wisdom save with a dc of 12+ your wisdom modifier. If they fail the wisdom save they take a 1+level of bard d8 psychic damage.

Rogue

Rogues are the embodiment of skill and hard work. They devote their lives to perfect even the most minute details in their movement and attacks. They use stealth and reconnaissance to their advantage skillfully taking care of the lives of their targets.

Subclasses: assassin

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light armor

Tools: Thieves' tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-any basic weapon

-a burglar's pack, dungeoneer's pack, or an explorer's pack

-Leather armor, two daggers, and thieves' tools

Level Proficiency Bonus Features
1 +2 Hide and seek
2 +2 1 weapon proficiency
3 +2 Subclass feature
4 +2 Extra action
5 +3 1 additional weapon proficiency
6 +3 Choose one passive ( trapmaster, professional thief, evasive, mastered mind, critical, piercer)
7 +3 Poison maker
8 +3 Subclass feature
9 +4 Hide upgrade (stealth has advantage)
10 +4 Subclass feature
11 +4 Seek upgrade (d6 becomes a d8)
12 +4 Choose one passive ( trapmaster, professional thief, evasive, mastered mind, critical, piercer)
13 +5 Subclass feature
14 +5 Seek upgrade (your hit has additional +3 to it)
15 +5 Choose one passive (trapmaster, professional thief, evasive, mastered mind, critical, piercer)
16 +5 Get 2 additional stat points
17 +6 Subclass feature
18 +6 Choose one passive ( trapmaster, professional thief, evasive, mastered mind, critical, piercer)
19 +7 Get 2 additional stat points
20 +7 1 extra passive or ki/mana ability

Hide and seek:

Hide: Rogues can use their action to roll a stealth check to hide.

Seek: If they are hidden to the creature they are attacking, their next attack performed against them will have an advantage to hit and will deal an additional 1+level of rogue d6 of the damage type of the attack.

Poison maker: You can create poisons from herbs and extracts from animals which you can apply to your melee weapons. Poison potency (damage) and other effects (nausea, paralysis…) depend on the poison you make.

Blood Hunter

Blood hunters devote their lives to hunting the dark vermin of the world. With only 1 true goal in their minds they will sacrifice anything to reach it be their conscience or the last bits of humanity.

Subclasses: Vampire hunter

As a blood hunter, you gain the following class features.

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor, shields

Tools: Alchemist's supplies

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-any basic weapon

-studded leather armor or scale mail armor

-an explorer's pack and alchemist's supplies

Level Proficiency Bonus Features
1 +2 Smelling out evil
2 +2 1 weapon proficiency
3 +2 Subclass feature
4 +2 Extra action
5 +3 2 uses of tracking evil
6 +3 1 additional proficiency (weapon, language, tool)
7 +3 1 use of killing blow
8 +3 Subclass feature
9 +4 Smelling out evil upgrade (radius becomes 120ft)
10 +4 Subclass feature
11 +4 +1 use of killing blow
12 +4 Extra action
13 +5 Subclass feature
14 +5 +1 use of tracking evil
15 +5 +2 uses of killing blow
16 +5 Smelling out evil upgrade (insight check has an advantage on roll)
17 +6 Subclass feature
18 +6 +2 uses of tracking evil
19 +7 +2 uses of killing blow
20 +7 1 extra passive or ki/mana ability

Smelling out evil: Blood hunters can feel the presence of their targeted race in a 90ft radius aroudn them. Additionally by using Smelling out evil you can perform an insight check on your target to find out if they are of your hunted race.

Tracking evil: Once you see the evil spawn you cannot just let it run away. If you have seen a creature of your hunted race you can roll a int check with a dc equal to 10 plus their level to track them for the next 1 hour. Same happens if you find the traces they might have left behind but the dc for success becomes 2 higher.

Killing blow: You will never let those evil beings live. If you are fighting agains a creature of your hunted race and your attack leaves them under 5% of their hp you can use Killing blow to finish them off without using an additional action or reaction. Killing blow uses reset on long rest.

Ranger

When you feel like you are being watched and followed, not feeling safe even at the end of the world you can be sure a ranger is following you. With their expertise in tracking, following and ranged lethality you don’t want to get on their bad side.

Subclasses: Sniper

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 10 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-scale mail or leather armor

-any basic weapon

-a dungeoneer's pack or an explorer's pack

-a bow or a crossbow

-a quiver of 25 arrows

Level Proficiency bonus Features
1 +2 2 uses of target marking
2 +2 1 weapon proficiency
3 +2 subclass feature
4 +2 extra action
5 +3 2 uses of taking a shot
6 +3 1 additional proficiency (weapon, language, tool)
7 +3 +1 use of target marking
8 +3 subclass feature
9 +4 +2 uses of taking a shot
10 +4 subclass feature
11 +4 +2 uses of target marking
12 +4 choose one passive (archer, critical, piercer)
13 +5 subclass feature
14 +5 +2 uses of taking a shot
15 +5 choose one passive (archer, critical, piercer)
16 +5 +2 uses of taking a shot
17 +6 subclass feature
18 +6 +2 uses of target marking
19 +6 +4 uses of taking a shot
20 +7 1 extra passive or ki/mana ability

Target marking: Rangers mark their targets for hunt. They can use target marking to mark a creature in a 30ft radius around them. If a creature is marked, the ranger can perform a survival check with a DC of the creature's passive perception in order to track them. Rangers have an advantage on long-range attacks against marked creatures. Uses of target marking reset on long rest.

Taking a shot: Rangers can use their reaction to perform an additional attack with their ranged weapon. If the target is under target marking, they attack them twice. Uses of taking a shot reset on long rest.

Artificer

Artificers are master craftsmen able to create powerful magic-infused items. They see mana and magic as a complex system upon which they build their items. Each artificer has their own way they understand this complex system and their understanding deepens which each item they create, that's why 2 items will never be the same. Instead of the highest tier of magic they seek to craft the most powerful item.

Subclasses: infuser

As an artificer, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor, heavy armor

Tools: Thieves’ tools, tinker’s tools, two types of artisan’s tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-any basic weapon

-studded leather armor or scale mail

-thieves’ tools and a dungeoneer’s pack

-2d10xlevel gold

Level Proficiency Bonus Features
1 +2 2 uses of artificer's tools
2 +2 1 additional proficiency (weapon, language, tool)
3 +2 Subclass feature
4 +2 Extra action
5 +3 +2 uses of artificer's tools
6 +3 1 additional proficiency (weapon, language, tool)
7 +3 Artificer’s tools upgrade (+2 to INT checks)
8 +3 Subclass feature
9 +4 2 uses of Item tweaking
10 +4 Subclass feature
11 +4 +2 uses of artificer's tools
12 +4 +2 uses of Item tweaking
13 +5 Subclass feature
14 +5 +2 uses of artificer's tools
15 +5 Item tweaking upgrade (d6 becomes a d8)
16 +5 +2 uses of artificer's tools
17 +6 Subclass feature
18 +6 +2 uses of Item tweaking
19 +7 +4 uses of artificer's tools

Artificer's tools: Artificers can use their tools in order to create magic items or consumables. Artificers can use materials that are readily available to them and perform INT checks in order to craft items from them. Depending on what value the material has, they will need to hit higher DCs to create them.

Item tweaking: Artificers learn to tweak their items to juice out the most from the materials used. When creating an item, you can roll a 1+INT modifier d6 to be added as a gold value to the finished item in stats/other features.

Druid

Druids are those who live in the embrace of nature as one being. They are no master of nature’s power but they call upon it and the raw, indomitable power of nature responds to their calls. They are the embodiment of nature’s will itself and using rituals they become its extension.

Subclasses: Druid of the forest

As a druid, you gain the following class features.

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor (druids will not wear any armor made from materials in the heavy category)

Tools: Herbalism kit

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-a wooden shield or 4 basic health potions

-any basic weapons

-Leather armor, an explorer's pack

-Component pouch

Level Proficiency Bonus Features
1 +2 ritual magic
2 +2 1 proficiency (weapon, language)
3 +2 subclass feature
4 +2 extra action
5 +3 2 uses of runic augments
6 +3 1 additional proficiency (weapon, language)
7 +3 ritual of finding upgrade (you can now also look for items)
8 +3 subclass feature
9 +4 +1 use of runic augments
10 +4 subclass feature
11 +4 ritual of protection upgrade (4thp becomes 5 and you also get additional +1ac and +1sac)
12 +4 +1 use of runic augments
13 +5 subclass feature
14 +5 ritual of strength upgrade (+2 becomes +4str/dex)
15 +5 +2 uses of runic augments
16 +5 choose one passive (grappler, self taught, unfeeling)
17 +6 subclass feature
18 +6 runic augments upgrade
19 +7 +2 uses of runic augments
20 +7 1 extra passive or ki/mana ability

Ritual magic: Druids can cast magic through rituals connected to nature. Rituals take longer to cast and need components that are consumed on cast.

Rituals:

Ritual of strength: Nature will enhance the bodies of you and up to 5 targets in a 120ft radius around you which you choose with animalistic strength and dexterity. You get +2str and dex. Casting this ritual takes 3 hours and you need a blood offering of a beast which was not killed by the druid. Its effect lasts for 9 hours.

Ritual of protection: The natural mana will swirl around and protect the body of you and up to 5 targets in a 120ft radius around you which you choose. You get 4thp per level of druid. Casting this ritual takes 4 hours and you need an offering of at least 10grams of 3 different raw crops. This effect lasts for 12 hours or until the thp are used up.

Ritual of finding: If it exists in nature, the world knows about it. You call up to nature to find what has been lost, when it answers your calls it will give you its location. This ritual takes 2 hours to cast and requires to have at least a small piece of the creature you are trying to find through which it could be identifiable and a map on which the location will be marked. If the location is not on the map, the mark will be put into a general way to the location relative to the map (cardinal direction).

+rituals from subclass

Rune augments: Druids can paint runes on the bodies of living creatures that channel the power of nature. Runes take 2 minutes to paint per rune. Runic augment uses reset on long rest.

Runes:

Rune of wind: Wind mana pushes you forward making you much faster. Creatures with the rune of wind painted on them have 10ft more movement and doesn’t take fall damage from heights lesser than 90ft. Lasts for 20 minutes. (upgraded: 15ft more movement and no fall damage from height lesser than 150ft)

Rune of fire: Fire mana courses through your veins giving you explosive power output. Creatures with the rune of fire painted on them have +2 to all of their attack rolls and their attacks deal 2 additional damage of the same damage type per damage dice rolled. Lasts for 20 minutes. (upgraded: +3 to hit and 2 additional damage of the same damage type per damage dice rolled)

Rune of water: The calming water mana soothes all the pain you are going through, flowing it away like a river. Creatures with the rune of water painted on them will heal each round for 1+level of druid d6. Lasts for 20 minutes or 3 uses. (upgraded: 2+level of druid d8, has 4 uses)

Rune of earth: The tough mana of earth protects your body from outside forces. Creatures with the rune of earth painted on them will get additional +2ac and +1sac. Lasts for 20 minutes. (upgraded: +3ac +2sac)

Warlock

Warlocks are devoted followers of incredibly powerful beings of the past. They seek the knowledge that lies beyond their world. They draw upon the otherworldly power of their patreon and do their bidding as its price.

Subclasses: Godly patreon, Demonic patreon

As a warlock, you gain the following class features.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light armor, medium armor (some patrons may restrict this)

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-a deity symbol

-a scholar's pack or a dungeoneer's pack

-Leather armor, any basic weapon

Level Proficiency Bonus Features
1 +2 Chosen deity, 1 use of channel divinity
2 +2 1 proficiency (weapon, language)
3 +2 subclass feature
4 +2 extra action
5 +3 +1 use of channel divinity
6 +3 1 additional proficiency (weapon, language, tool)
7 +3 1 use of Divine intervention
8 +3 subclass feature
9 +4 inherited power
10 +4 subclass feature
11 +4 +1 use of channel divinity
12 +4 +1 use of Divine intervention
13 +5 subclass feature
14 +5 +1 use of channel divinity
15 +5 1 additional proficiency (weapon, language, tool)
16 +5 Blessing of divinity
17 +6 subclass feature
18 +6 +1 use of channel divinity
19 +7 1 use of Divine intervention
20 +7 1 extra passive or ki/mana ability

Channel divinity: Your deity smites your enemies for you. Some come with a price, some do it for your good, but the result is always impactful. Channel divinity uses reset on long rest.

Divine intervention: You ask your deity for help in a tough situation. Roll a d20, the higher the roll, the more the outcome will look like what you want. Depending on their personality, they will help you in different ways. Divine intervention uses reset on long rest.

Inherited power: By being in close contact with your deity for a long time, you inherit a small portion of their power in the form of a weaker version of one of their personal passives.

Blessing of divinity: Your deity has blessed your body with additional strength. You get 2 additional stat points you can distribute.

Wizard

Wizards have devoted their lives to the study of magic and all arcane, seeking the supreme tier of magic. They draw the mana from their surroundings and from within themselves in order to decimate their enemies with powerful spells.

Subclasses: Archmage, Grandwizard

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6

Hit Points at 1st Level: 6 + 1d6 + 2x your Constitution modifier

Proficiencies

Armor: Magic robes

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-a basic weapon or a basic magic staff

-a scholar's pack or an explorer's pack

-Mage robes (based on level: 1-5 give +1SAC, 5-10 give +2SAC, 10-15 give +3SAC, 15-20 give +5SAC)

Level Proficiency Bonus Features
1 +2A Book of spells
2 +2 1 level of base magic
3 +2 Subclass feature
4 +2 Extra action
5 +3 1 use of wizarding superiority
6 +3 1 additional level of base magic (up to 10)
7 +3 Spell scroll writing
8 +3 Subclass feature
9 +4 +1 use of wizarding superiority
10 +4 Subclass feature
11 +4 Upgraded book of spells
12 +4 +1 use of wizarding superiority
13 +5 Subclass feature
14 +5 +1 uses of wizarding superiority
15 +5 Upgrade 2 to book of spells
16 +5 1 additional level of base magic (up to 15)
17 +6 Subclass feature
18 +6 +2 use of wizarding superiority
19 +7 +2 uses of wizarding superiority
20 +7 1 extra passive or ki/mana ability

Book of spells: Wizards focus their lives in pursuit of the strongest magic and have all their notes on making spells and magic stronger written in their book of spells. Wizards can have 1 + their level spells prepared in their book of spells at a time. Spells written in their book of spells will cost 10% less mana and have +2 to hit. They can change these spells on long rests.

Upgrade 1: Spells have +3 to hit and deal 1 additional damage of the same damage type per damage dice rolled.

Upgrade 2: Spells have +3 to hit, deal 2 additional damage of the same damage type per damage dice rolled, and while holding the book of spells, you get 1 additional SCM.

Wizarding Superiority: The supreme understanding of magic allows wizards to perform stronger spells. You can activate wizarding superiority on spells that are part of your book of spells when casting, to upcast it by up to 2 tiers (if you have that tier of magic already unlocked) without any additional use of mana. Wizarding superiority uses reset on long rest.

Spell Scroll Writing: Wizards can create spell scrolls that store instantaneous spells that can be cast for half the mana as an action. The maximum tier of spells that can be stored in a spell scroll depends on their creator. The stored spell must be a maximum of 2 tiers lower than the highest available tier to the wizard at the time. Wizards and Sorcerers can use spell scrolls as a reaction.

Sorcerer

Sorcerers are beings that had adapted to mana. Being able to draw upon it and weave it to their liking they feel its nature and can change it into powerful magic. Their mana flows freely through their bodies and enhances their abilities.

Subclasses: Mana inductor

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6

Hit Points at 1st Level: 6 + 1d6 + 2x your Constitution modifier

Proficiencies

Armor: Light, magic robes

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

-any basic weapon or a ring of casting (when worn gives +10% max mana)

-a dungeoneer's pack or an explorer's pack

-1d4xlevel mana crystals (1 mana crystal restores 20% max mana and gives 1d4 additional max mana to its user)

Level Proficiency Bonus Features
1 +2 Heart of a Sorcerer
2 +2 1 level of base magic
3 +2 Subclass feature
4 +2 Extra action
5 +3 2 uses of Mana Gathering
6 +3 1 additional level of base magic (up to 10)
7 +3 Choose 1 Mana ability
8 +3 Subclass feature
9 +4 2 uses of Mana Burst
10 +4 Subclass feature
11 +4 Upgraded Heart of Sorcerer
12 +4 +2 uses of Mana Gathering
13 +5 Subclass feature
14 +5 +2 uses of Mana Burst
15 +5 Choose 1 additional Mana ability
16 +5 1 additional level of base magic (up to 14)
17 +6 Subclass feature
18 +6 +2 uses of Mana Gathering
19 +7 +2 uses of Mana Gathering
20 +7 1 extra passive or ki/mana ability

Heart of Sorcerer: Sorcerers can store additional mana in their hearts, giving them much larger mana reserves. When rolling for max mana, sorcerers start with 1 tier higher mana dice.

Upgrade: Sorcerers get 6 additional max mana per their level.

Mana Gathering: Sorcerers are the masters of mana and can force their bodies to instantly gather large quantities of mana to replenish their strength. You can use a reaction to activate mana gathering to instantly recover 30% of your maximum mana. Mana gathering uses reset on long rest.

Mana Burst: Sorcerers can use an action to use mana burst, forcing them to use 80% of their total mana to create a devastating burst of supercharged mana in a 150ft radius around them, dealing 50% of the mana used as force damage to all creatures. All creatures hit are forced to roll a Constitution save. If the creature fails the save, their mana core has been hit hard and is in a state of turmoil. They take 20% increased damage and are prohibited from using mana for 1 round. Mana burst uses reset on long rest.