Subclasses
Samurai
Samurai are master warriors that value honor above everything else. They specialize in 1v1 and close quarter fights and would rather die fighting than show their back to the enemy and flee from a challenge.
Bonus proficiency: When you choose this subclass at level 3, you can choose to gain a proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion, or you learn one language of your choice.
Bonus subclass abilities:
Bushido: Upon reaching level 3, samurai get Bushido passive ability. Bushido consists of 2 parts: Warrior´s code and Reputation.
Warrior´s code: If there are multiple enemies attacking you at once, gain 10 temporary HP for each of them and +2 AC and +2 SAC. honorable 1on1 battle you lose 1 stack of reputation.
Reputation: You fight for the honor of your name. For each enemy bested in a 1on1 battle you get 1 stack of reputation and for each enemy not bested in an honorable 1on1 battle you lose 1 stack of reputation. For each stack of reputation get 5 temporary HP upon entering combat. After leaving combat you lose the temporary HP.
Fast and precise cuts: Upon reaching lvl 8, samurai get Fast and precise cuts active ability. Your speed andattention to each detail in your combat form allows you to exert yourself for a short period of time for the best possible results. Your next weapon attack will have an advantage to hit and will deal 1 additional largest damage dice rolled. You can use Fast and precise cuts 1+half of dex modifier times per day.
Socially adept: Upon reaching level 10, Samurai get the Socially adept passive ability. You are not only trained in combat but also in social behaviours and manners. You can add your wisdom modifier to your charisma skill checks.
Last stand: Upon reaching level 13, Samurai get the Last stand passive ability. Your fighting spirit is unyielding even if your body is collapsing. Upon being reduced to HP number needed for you to fall unconcsious Last stand activates unless your body has been rendered into a state incapable of fighting. Immediately upon its activation all your mana and ki act as if they are full and you get 1 more action that must be used for an attack. You also give yourself an advantage for your next attack. After falling unconscious they have 1 failed death save. After Last stand has been activated once it cannot be activated again until you finish a long rest.
Unwavering: Upon reaching level 17, Samurai get the Unwavering passive ability. Name of a samurai shall not be humiliated, their spirit and honor burn with passion for fighting and their actions reflect it. Unwavering activates upon entering combat. If it is a 1on1 battle you get 200 temporary hitpoints that last until the end of combat + your first attack each turn has an advantage + you get +4AC and +3SAC. If it is a combat of you against multiple enemies instead gain full stun immunity and advantage on all your attacks + roll 2 additional highest damage dice.
Knight
Knights have gone through rigorous training in order to be able to protect their comrades. With them around none of their friends need to fear the enemy, a knight would lay down his life for those close to him.
Bonus proficiency: When you choose this subclass at level 3, you can choose to gain a proficiency in one of the following skills of your choice: Intimidation, Insight, or Persuasion, or you can learn one language of your choice.
Bonus subclass abilities:
The Shield that Protects: Upon reaching level 3, knights get The Shield that Protects active ability. You are the shield that will protect everyone. By activating this ability you use your reaction to dash to your comrade in a 20ft radius around you and intercept the enemy attack. You get additional +3AC and +3SAC against the intercepted attack. The bonus AC and SAC upgrades to +5 upon reaching level 10. If you are to take damage from the intercepted attack the damage is lowered by 5 per level of your character.
Commander: Upon reaching level 8, knights get the Commander active ability. Your battle experience allows you to take command in the crucial moments to tip over the scales of battle. By using your reaction you can give an additional action to your teammate. If this action is used for an attack, the attack will have your wisdom modifier added to the hit roll.
Knightly conduct: Upon reaching level 10, knights get the Knightly conduct passive ability. Knights are well respected people and are tought proper manners befitting their servitude to royals. Your insight and persuasion skill checks have an advantage on rolls.
Rally to Battle: Upon reaching level 13, knights get the Rally to Battle active ability. Knights are used to tough battle and a good inspirational speech to boost everyones morale before a fight. Using the insperiences of listening to countless inspirational talks you inspire and boost morale of your teammates healing them half of their level hit dice and giving them an advantage on their next action. Using Rally to Battle costs an action. This can be used only once per battle.
Until death do us part: Upon reaching level 17, knights get the Until death do us part passive ability. Knight fights with and for his comrades until the last moment they shall hold together. Teamwork and trust makes them stronger. When at least 2 trusted teammates (characters of casters choice) are in a 180ft radius around you, you and your comrades get 10% of your max hp as temporary hp shield when entering combat. You additionally get +2 higher modifier to your str, con and dex and heal for half of character level hit dice at the start of your turn until the end of the combat.
Challenger
Challengers are mostly self taught fighters that mix a lot of fighting styles to achieve the best results. They don´t fear and will use all kinds of underhand tactics to defeat their opponent. The world is kill or be killed and they are perfectly familiar with that.
Bonus proficiency:When you choose this subclass at level 3, you can choose to gain a proficiency in one of the following skills of your choice: Intimidation, Acrobatics, Athletics, or Persuasion, or you can learn one language of your choice.
Bonus subclass abilities:
Dirty fighting:Upon reaching level 3, challengers get the Dirty fighting passive ability. Challengers will use everything at their disposal to take down their enemy. Once per turn you can attempt to trip the enemy with a melee attack or use your action to try to grapple the target.
Powercut:Upon reaching level 8, challengers get the Powercut active ability. Challengers have vast knowledge of all types of martial arts and magic attacks they gathered through all the fights they fought, giving them the knowledge and the ability needed to disable the enemy's attack. Using your reaction you can try to cancel an attack of a living entity of your choice in a 15ft radius around you by rolling a melee hit. If your hit is higher than the target’s attack hit roll you can cancel and disable their attack which will still consume their action and mana/ki used.
Strength is might:Upon reaching level 10 challengers get the Strength is might passive ability. After the countless encounters throughout their lives challengers only get their philosophy confirmed time after time, strength rules and thus strength is might. You can add your strength modifier to persuasion and intimidation skill checks.
Master of fighting:Upon reaching level 13 challengers get the Master of fighting passive ability. Learning your own way of fighting from combining all the other styles from everyone you fought with gives you the ability to dominate in battle. Master of fighting activates when a creature moves or makes a melee attack in a 5ft radius aorund you, you get an attack of opportunity against the creature.
Second wind:Upon reaching level 17 challengers get the Second wind active ability. Through all the battles a challenger will find himself in there is always one determining factor why they win, stamina. When the enemy is already winded challengers find the strength to push through and finish what they started. When Second wind is activated you restore 25% of your max health, mana and ki. This ability can be used once per long rest per 6 levels of the character. After Second wind is used and and you finish the combat, get 1 stack of exhaustion per Secon wind used.
Paladin
Oaths for the Paladin subclasses
Oath of good will: Paladins that follow this oath believe in kindness and good will of all living beings. They always try to help and spread positivity even trying to turn evil people around back to the good path making combat their completely last option if everything else fails. This oath is commonly associated with the gods: Sia, Pillas, Vena, Myriam, Virena and Plexx.
Bonus oath ability: Well of life: Your wish to help and sow the seeds of kindness gives you the ability to heal the souls and bodies. You can choose up to 3 targets in a 300ft radius around you for your deity to heal. They will be restored to full health and all negative status effects will be taken from them. You can use this ability once a month.
Oath of devotion: Paladins that follow this oath wish to follow everything their deity says. They make it their life´s goal to fulfil all the wishes their deity might have be it. They are not evil but when needed they don´t stray from using force. This oath is commonly associated with the gods: Nimm, Bergult, Darg and Primos. In more extreme cases it is also associated with the devils: Ferenc, Argon, Etherna and Trigon.
Bonus oath ability: Guided strike: You attack in the name of your deity and it will help you follow through. When someone is rightfully declared as an enemy of your deity by either you or someone else of your religion you are to strike them down. Your attacks against enemies of your deity will have an advantage to hit and the damage dice rolled cannot roll less than 3 on damage.
Oath of Domination: Paladins that follow this oath wish for them and other followers of their deity to dominate the others. They will use force to oppress the others and make them submit to them and their Deity. This oath is commonly associated with the gods: Galan, Onyx, Kahara and Gongas. In more extreme cases it is also associated with the devils: Denival, Nazaroth, Goran, Ariat and Slendar.
Bonus oath ability: Dominate the weak: You dominate all those that are beneath you. You automatically succeed on intimidation checks against creatures that have less of more than 4 stats compared to you making them fear you. You hit against them with a double proficiency modifier and you deal 20% more damage of the same damage type to entities that fear you.
Follower of the Oath
Paladins follow the oath they took before their deities in order to find enlightenment and a true purpose in their life. Their deity will reward them with more power for dedicating their lives to the oath.
Bonus proficiency: You can choose to gain a proficiency in one of the following skills of your choice: History, Insight, Religion, or Persuasion, or you learn one language of your choice.
Bonus subclass abilities:
Strength of belief: Upon reaching level 3, followers of the oath get the passive ability Strength of belief. Your deity sees your efforts and rewards you with more power as long as you follow your oath. Every level you roll 1 additional HP dice and get 1 more stat point to invest.
Nurturing the oath: Upon reaching level 8, followers of the oath get the passive ability Nurturing the oath. Paladins that follow their oath and nurture their belief gain more power in the form of temporary HP equal to their Constitution stat when they enter a fight.
Will of a paladin: Upon reaching level 10, followers of the oath get the passive ability Will of a paladin. Paladins have an unmovable will to do everything needed for what they believe. Persuasion and Intimidation checks against Paladins have a disadvantage.
Oath for life: Upon reaching level 13, followers of the oath get the Oath for Life passive ability. Those that prove their worth as followers of the oath are worth keeping for their deity. Your deity will resurrect you once after you die.
Herald of the upper realm: Upon reaching level 17, followers of the oath get the Herald of the Upper Realm active ability. Those that are able to follow their oath unconditionally will become the heralds of their deity. Followers of the oath can use Herald of the Upper Realm to channel the power of their deity for a limited time. When Herald of the Upper Realm is activated, the paladin gains access to the magic of their deity and a massive blessing consisting of 80% of max HP as temporary HP that recovers by 25% every round. Your first attack every round has an advantage to hit. Herald of the Upper Realm lasts for up to 10 rounds. When the effect ends, you get 2 stacks of exhaustion as your body is exerted to its limits.
Cleric
Faithful
Faithful clerics follow the teachings of their deity and believe in their divine wisdom. Their deity rewards them for deeds in their name and helping them expand their influence in multiple ways.
Bonus proficiency: When you choose this subclass at level 3, you can choose to gain a proficiency in one of the following skills of your choice: History, Insight, Religion, or you learn one language of your choice.
Bonus subclass abilities:
Cleric domain: Upon reaching level 3, faithful clerics get the Cleric Domain active ability. Faithful clerics can create a Cleric Domain in the name of their deity in which they will gain buffs. The Cleric Domain can have up to a 90ft diameter. Clerics inside their domain have an advantage on all their skill checks and can add their Wisdom modifier to all their rolls. When clerics reach level 10, their domain upgrades to have a 120ft diameter and heals them and their teammates inside its range for 2 + Wisdom modifier d10 health. Cleric Domain lasts for 5 rounds.
Minor miracle: Upon reaching level 8, faithful clerics get the Minor Miracle active ability. You can activate Minor Miracle as an action to ask your deity for a smaller favor. The favor can be anything the cleric asks for. Depending on the request, the DM will create a DC for it against which the cleric will roll.
Disciple of life: Upon reaching level 10, faithful clerics get the Disciple of Life passive ability. Your connection to divine energy enhances your healing abilities, increasing any healing spell you cast by 2 + your Wisdom modifier.
Shield of faith: Upon reaching level 13, faithful clerics get the Shield of Faith active ability. You can activate Shield of Faith as a reaction to block magic damage. The amount of damage blocked is 6 × the cleric's level.
Shroud of divinity: Upon reaching level 17, faithful clerics get the Shroud of Divinity passive ability. Faithful clerics can work together with their deity to shroud themselves with divine energy. The first attack performed against a cleric each round has a disadvantage to hit. The first attack to hit the cleric during the day will deal 50% less damage unless the damage type is true damage. This damage reduction resets at midnight.
Monk
Sun Soul Monastery
Sun Soul Monastery monks grow up developing not only their body but also their souls, trying to find the perfect balance. They live in harmony with the world and take power from the sun, concentrating it into their sun soul. When a Sun Soul Monastery monk is proficient enough, they are able to project their sun soul outwards into a construct made of sun mana that, in some cases, can be tens of feet tall.
Bonus proficiency: When you choose this subclass at level 3, you gain 20ft of darkvision.
Bonus proficiency: You can also choose to gain a proficiency in one of the following skills of your choice: History, Insight, Perception, or Persuasion, or you learn one language of your choice.
Bonus subclass abilities:
Soul forming: Upon reaching level 3, Sun Soul Monastery monks get the Soul Forming passive ability. The forming of a sun soul is the foundation of Sun Soul Monastery monks. They gather raw sun mana to create an additional mana core. The sun soul upgrades at levels 5, 10, 15, and 20. Sun Soul Monks gain +1 AC and +1 heat damage per damage die rolled on a melee attack per upgrade.
Sun burst: Upon reaching level 8, Sun Soul Monastery monks get the Sun Burst active ability. Sun Soul Monastery monks can concentrate their sun mana and release it in an explosion of heat in a 90ft radius around them, dealing 3d12 heat damage per sun soul level.
Monk mantra: Upon reaching level 10, Sun Soul Monastery monks get the Monk Mantra passive ability. All monks follow a strict mantra they learn in their monastery. If they embarrass themselves, they embarrass the entire monastery, which is punishable by death. You can add your Wisdom modifier to your skill checks up to 3 times a day.
Soul awakening: Upon reaching level 13, Sun Soul Monastery monks get the Soul Awakening active ability. When the sun soul awakens, Sun Soul Monastery monks are able to project it outward into mana constructs they can use to attack and defend themselves. Sun soul constructs can take on different properties, such as projecting into hands holding weapons or forming armor for defense. You can use an action to activate Soul Awakening. While Soul Awakening is active, your melee attacks have 5ft longer range, deal 2d12 additional force damage, and you gain your Wisdom modifier as additional AC and SAC. When Sun Burst is used while Soul Awakening is active, it deals 1 additional d12 heat damage per sun soul level. You can use Soul Awakening up to 1 + your Wisdom modifier times per day. Soul Awakening resets on a long rest.
Sun ascension: Upon reaching level 17, Sun Soul Monastery monks get the Sun Ascension active ability. While Sun Soul Awakening is active, you can blow up the mana construct, dealing 1d16 heat damage per armor class in a 120ft radius around you. When Sun Ascension is used, you cannot use Soul Awakening for the next 3 in-game days.
Barbarian
Barbarian of Rage
Barbarians of rage use their inner rage and the rage of all creatures in the world to power themselves into inhumane feats of strength. They are the medium through which the world's injustice and anger combine and transform into power.
Bonus proficiency: When you choose this subclass at level 3, you can choose to gain a proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion, or you learn one language of your choice.
Bonus subclass abilities:
Rage: Upon reaching level 3, Barbarians of Rage get the Rage active ability. Barbarians of Rage channel the world's rage through them, turning it into power. You can use a reaction to activate Rage. While raging, your armor class decreases by 2, but you gain 10ft of additional movement and advantage on your attack rolls. Your Strength and Dexterity modifiers increase by 2 while raging. Rage lasts for up to 4 + your Wisdom modifier rounds. You can use Rage up to 2 + your Wisdom modifier times per day.
Full frenzy: Upon reaching level 8, Barbarians of Rage get the Full Frenzy active ability. While enraged, Barbarians of Rage can channel additional rage to make themselves temporarily even more powerful, entering a full frenzy. While in rage, you can use your reaction to go into Full Frenzy for 1 round. While in Full Frenzy, your AC and SAC decrease by 3, and you cannot use magic or battle arts, but you gain 2 additional attacks, and all your attacks roll with advantage and include your proficiency bonus. While in Full Frenzy, your melee attacks deal double the damage dice.
Intimidating presence: Upon reaching level 10, Barbarians of Rage get the Intimidating Presence passive ability. The rough appearance of Barbarians is intimidating to most people around them, making them comply more easily. When approaching a live creature, you can roll an Intimidation check with advantage. If you succeed, your other skill checks against the creature will have advantage.
Mauling: Upon reaching level 13, Barbarians of Rage get the Mauling passive ability. While in Full Frenzy, Barbarians disregard all morals and will completely shred their enemies. Your melee attacks performed while in Full Frenzy deal 1d12 additional slashing damage per Full Frenzy used in a day (up to a maximum of 5).
Tearing apart: Upon reaching level 17, Barbarians of Rage get the Tearing Apart active ability. Barbarians in Rage possess enormous strength and can tear apart limbs from their opponents. While in Rage, you can perform a grappling attack against an opponent within a 10ft radius, forcing them into a Strength contest against you. If they fail, they are grappled. While grappled, you can use a Strength check against their Constitution. If you succeed, you can tear away one of their limbs, causing them to have one less attack.
Martial master
Master of the Hand
Masters of the hand are martial masters who hone their skills in hand-to-hand combat as their top priority. By achieving full mastery over their movement and muscles, they are able to use all melee weapons with the proficiency of a skilled user as well.
Bonus proficiency: Upon reaching level 3, you gain proficiency in all melee weapons.
Bonus subclass abilities:
Melee zone: Upon reaching level 3, Masters of the Hand get the Melee Zone passive ability. Melee Zone is active at all times and has a radius equal to half of your movement speed. Masters of the Hand can attack any creature within their Melee Zone with a melee attack without using any movement.
Spirit of weapon: Upon reaching level 8, Masters of the Hand get the Spirit of Weapon passive ability. Masters of the Hand have achieved such a high level of mastery in hand-to-hand martial arts that the spirit of weapons speaks to them, allowing them to use weapon paths. Masters of the Hand are not only proficient in all melee weapons but can also use weapon paths by rolling a die equal to the number of possible weapon paths. They can use weapon arts from those paths up to two tiers lower than the highest tier of their hand-to-hand weapon arts.
Rough around the edges: Upon reaching level 10, Masters of the Hand get the Rough Around the Edges passive ability. Masters of the Hand devote their lives to the pursuit of martial arts, limiting their interactions with others. Due to this, certain social concepts work differently for them. Intimidation checks and Persuasion checks against martial masters have disadvantage, but Deception checks have advantage.
In pursuit: Upon reaching level 13, Masters of the Hand get the In Pursuit passive ability. When a Master of the Hand moves toward a creature they consider an enemy, In Pursuit activates, granting them 20ft of additional movement. Their first melee attack against the enemy has advantage to hit. If this first melee attack is a hand-to-hand combat attack or weapon art, the enemy is also slowed for 1 round.
Bard
Bard of Magical Tunes
Bards of magical tunes believe that the art of music is more than just simple tunes. Music is a way to express yourself and all your desires in a world composed of sounds. Music is the magic that gives color to this otherwise bland existence.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: History, Insight, Performance, Persuasion, or Sleight of Hand, or you learn one language of your choice.
Bonus subclass abilities:
Instrumental Conduit: Upon reaching level 3, Bards of Magical Tunes get the Instrumental Conduit passive ability. When playing your magical instrument, you can enchant all the sounds in your songs more freely. You can also cast a Song of Magic as a reaction.
Shield of Harmony: Upon reaching level 8, Bards of Magical Tunes get the Shield of Harmony active ability. Your music brings harmony and peace to the world, protecting others from violence. Choose one creature within a 60ft radius to give them a temporary hit points shield of 4 + your Wisdom modifier per level of Bard.
Magic of Music: Upon reaching level 10, Bards of Magical Tunes get the Magic of Music passive ability. Your musical performance has almost magical effects on those who hear it. You gain an additional advantage to Performance checks.
Flute of Hypnosis: Upon reaching level 13, Bards of Magical Tunes get the Flute of Hypnosis active ability. Your flute tune is so captivating it hypnotizes creatures. You can perform a Performance check against a creature. If you succeed on the Performance, they are charmed by you for 1 hour. If the targeted creature is an animal, the DC is 12 + their Wisdom modifier; if the creature is a humanoid, the DC is 15 + their Wisdom modifier.
Sound Shatter: Upon reaching level 17, Bards of Magical Tunes get the Sound Shatter active ability. You can use your reaction to create an extremely powerful wave of sound that shatters magic below tier 8, or use your action to create a massive sonic boom with a radius of 90ft that deals 3d16 + your Wisdom modifier force damage per level of Bard. You can use Sound Shatter 1 + your Wisdom modifier times per day. Sound Shatter uses reset on a long rest.
Rogue
Assassin
Assassins are trained killers that are silent and deadly. They always get to their target and kill them with deadly precision. They are the definitive masters of killing.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Acrobatics, Deception, History, Insight, or Sleight of Hand, or you learn one language of your choice.
Bonus subclass abilities:
Unseen Blade: Upon reaching level 3, Assassins get the Unseen Blade passive ability. Assassins are trained to conceal their weapons and true intentions at all times. Unseen Blade is active at all times outside of combat. Your first attack after combat starts has a Hide and Seek bonus added to it without needing to be stealthed.
Mark of Death: Upon reaching level 8, Assassins get the Mark of Death passive ability. Those who fear death will be consumed by it first. Those who get marked for death die before them. Assassins can use their reaction to mark one target for death. After 3 rounds, the mark is used up and deals 50% of the damage the target took from the Assassin again as true damage. You can use Mark of Death up to 1 + your Wisdom modifier times per day. There can always be only one mark active. Mark of Death uses reset on a long rest.
Silent Step: Upon reaching level 10, Assassins get the Silent Step passive ability. Assassins are the unseen killers, and some say there is not even a sound when they kill someone. Your Stealth and Sleight of Hand skill checks have advantage.
Mimicry: Upon reaching level 13, Assassins get the Mimicry active ability. To get to their target more easily, Assassins developed a skill in mimicking others. Be it their voice, manners, or handwriting, they can mimic anything they have seen in action for more than 10 minutes. Your Deception is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on Deception checks to deceive them once again.
Assassination: Upon reaching level 17, Assassins get the Assassination active ability. Assassins specialize in precise, silent, and fast killing. While in Stealth, you can use your reaction to add 2 + your Dexterity modifier d16 to your next melee attack. You can use Assassination equal to your Dexterity modifier times per day. Assassination uses reset on a long rest.
Blood Hunter
Vampire Hunter
Vampire hunters specialize in hunting the vile vermin called vampires. They are well-versed in the best ways to combat vampires and are a one-man killing machine. They harbor anger against their vile kin and want to kill just one more vampire, even if it may cost them their lives.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Athletics, Investigation, Perception, or Religion, or you can learn one language of your choice.
Bonus subclass abilities:
Silver Coated Weaponry: Upon reaching level 3, Vampire Hunters get the Silver Coated Weaponry passive ability. Vampire hunters have access to silver-coated weaponry and can coat weapons and armor with silver themselves if needed.
Golden Blood: Upon reaching level 8, Vampire Hunters get the Golden Blood passive ability. Vampire hunters prepare their body fully for hunting vampires, even to the point of making their blood poisonous for vampires with trace amounts of gold. If a vampire drinks the Golden Blood of a Vampire Hunter, they take 20% of their max HP as poison damage over the next 4 rounds. Alternatively, Vampire Hunters can splash their blood on vampires as part of their action, burning them for 1 + your Constitution modifier d10 fire damage.
Vampire Hunting: Upon reaching level 10, Vampire Hunters get the Vampire Hunting passive ability. Vampire Hunters are always on the hunt for more vampires. You can perform Perception checks with advantage to seek out vampires within a 120ft radius around you. You cannot be deceived by vampires changing their form.
Thrill of the Hunt: Upon reaching level 13, Vampire Hunters get the Thrill of the Hunt passive ability. Vampire Hunters will not let the vermin escape. When you are moving towards a vampire, you get 50% more movement. You become bloodlusted when attacking a vampire, making your attacks hit with double proficiency and deal 20% more damage.
Burning Hatred: Upon reaching level 17, Vampire Hunters get the Burning Hatred active ability. Vampire Hunters do not only specialize in killing vampires but also destroying their livelihoods and weeding out their kin. No more vampires shall be left alive. When you find a vampire, you can activate Burning Hatred at the cost of your action. All your melee attacks against the vampire will burn them for additional 5% of their max HP as fire damage and reduce their healing from blood magic by 50%.
Ranger
Sniper
Snipers are masters of long-range combat. Unnoticed, unseen, and deadly with their arrows, a Sniper can kill their target from hundreds of feet away.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Perception, or Survival, or you can learn one language of your choice.
Bonus subclass abilities:
Sniping Precision: Upon reaching level 3, Snipers get the Sniping Precision passive ability. Attention to detail of each minute movement is what makes Snipers precise. Your long-range weapon attacks have twice the range and count as crits on both 19 and 20 rolls. Additionally, you don’t suffer a disadvantage to hit against prone targets or targets behind half cover.
Deadeye Focus: Upon reaching level 8, Snipers get the Deadeye Focus active ability. Snipers are able to dedicate their full focus on one target for the best results. You can use your reaction to activate Deadeye Focus on one creature within your range that you can see. Deadeye Focus lasts for 1 minute or until you lose sight of your target. Your attacks against the targeted creature have an advantage to hit and deal 20% more damage. You can use Deadeye Focus 2 + your Wisdom modifier times. Deadeye Focus uses reset on a long rest.
Conceal and Outrange: Upon reaching level 10, Snipers get the Conceal and Outrange passive ability. Snipers specialize in long-range combat and being unseen by their targets. You gain an advantage on stealth checks, and your movement is not halved on difficult terrain.
Perfect Aim: Upon reaching level 13, Snipers get the Perfect Aim active ability. Snipers can attain perfect aim if certain conditions are met. You can use your reaction to auto-crit your next long-range weapon attack. You can use Perfect Aim 2 + your Intelligence modifier times. Perfect Aim uses reset on a long rest.
Phantom Shot: Upon reaching level 17, Snipers get the Phantom Shot passive ability. The unseen shot is the deadliest. When performing long-range weapon attacks while stealthed, your attack has +2 to hit, deals 20% additional damage, and doesn’t break your stealth, only reducing your stealth roll by 1.
Artificer
Infuser
Infusers specialize in infusing mana and magic spells into items. Their proficiency in infusing allows them to create strong magical items capable of casting spells with minimal mana usage.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Arcana, Investigation, or Perception, or alternatively proficiency in one tool of your choice or learn a language of your choice.
Bonus Subclass Abilities:
Catalyst Infusing: Upon reaching level 3, Infusers get the Catalyst Infusing passive ability. Infusers can use the essence of magic catalysts and transfer their properties to items. If you have a magic catalyst available, you can infuse its spell into any weapon readily available.
Spell Drafting: Upon reaching level 8, Infusers get the Spell Drafting passive ability. Artificers can draft their own spells into infusions. You can infuse any of the spells available to you onto a weapon.
Craft Master: Upon reaching level 10, Infusers get the Craft Master passive ability. Infusers, just like any artificers, are masters of their craft and know how to use all the tools needed. You gain proficiency in a tool of your choice.
Forced Activation: Upon reaching level 13, Infusers get the Forced Activation active ability. Infusers know their craft very well and can find even the smallest cracks in an infusion on weapons. You can use your action to try and force activate an infusion on a weapon in a 90ft radius around you. You will roll an Arcana check against the item's Magic Class (MC). If you succeed, you can use the infusion on the weapon once in any way you want.
Calamity Infusion: Upon reaching level 17, Infusers get the Calamity Infusion active ability. Infusers can infuse massively strong calamity bombs onto weapons and objects they can force to explode with Forced Activation. You can graft an infused calamity bomb onto anything for the same amount of mana a Tier 9 spell costs. When activated, the calamity bomb infusion explodes, dealing 30d20 heat damage in a 60ft radius around the item that exploded.
Druid
Druid of the Forest
Druids of the Forest live in harmony with nature, taking only what they need and always giving back. They despise those who harm nature and draw their power from the natural mana of forests.
Bonus Ability: Upon reaching level 3, you gain 20% of your max HP as temporary hit points (THP) and 20% more max mana while inside of a forest.
Bonus Ritual: Ritual of the Forest: Forest is your ally, and by performing this ritual, it will help you in your battle. You can target up to 10 creatures in a 300ft radius around you, causing them to be bound down to the ground by thorny vines. The bound creatures are restricted and take 1 + your Druid level in d12 damage per turn for up to 10 turns.
Bonus Subclass Abilities:
Forest Protector: Upon reaching level 3, Druids of the Forest gain the Forest Protector passive ability. Nature mana protects you and strengthens your body. You gain 25% of your max HP converted into healable temporary hit points (THP).
Spirit of the Forest: Upon reaching level 8, Druids of the Forest gain the Spirit of the Forest active ability. You can perform a Charisma check to attract a nearby animal to help you fight. The DM determines the DC and the animals that can be called in.
Druidic Nature: Upon reaching level 10, Druids of the Forest gain the Druidic Nature passive ability. Druids are loving and caring by nature, and many creatures, even those besides humanoids, are fond of them. You gain an advantage on Charisma checks.
Guardian of Nature: Upon reaching level 13, Druids of the Forest gain the Guardian of Nature active ability. Druids despise those who harm nature and will guard it with all their might. You can activate Guardian of Nature by using your action to summon a guardian spirit made of roots and stone. The guardian spirit has 6 + your Constitution modifier in d12 HP and deals 10d10 bludgeoning damage per attack. While the guardian spirit is active and within a 30ft radius from you, you can use your reaction to have the guardian spirit take damage instead of a protected target.
One with Nature: Upon reaching level 17, Druids of the Forest gain the One with Nature passive ability. Druids of the Forest live with nature and in harmony with life magic mana. All spells from the Life magic category have an advantage and additional +4 damage or healing per die, depending on the desired effect.
Warlock
Godly & Demonic Patreon
A Warlock can form a pact with either a divine being or a demonic entity. Those who make a pact with a divine being are known as Godly Patrons, and those who make a pact with a devil or demon are Demonic Patrons.
Alignment Restrictions:
- Godly Patreon: Requires a Good, Lawful Neutral, or True Neutral alignment.
- Demonic Patreon: Requires an Evil or Neutral alignment.
Bonus Proficiency: When you choose this subclass at level 3, you gain proficiency in one of the following skills of your choice: Arcana, History, Religion, or Persuasion, or you can learn one language of your choice.
Bonus Subclass Abilities:
Patreon Blessing: Upon reaching level 3, Warlocks gain the Patreon Blessing passive ability. This blessing grants them more power based on their patron. Your patron will grant you a unique passive buff, specific to the nature of your patron.
Passing Down: Upon reaching level 8, Warlocks gain the Passing Down passive ability. The Warlock takes on the mannerisms and a weaker version of some signature abilities of their patron. You gain a weaker version of your patron’s signature passives, which may include special traits, resistances, or enhanced abilities.
As the Deity Wishes: Upon reaching level 10, Warlocks gain the As the Deity Wishes passive ability. You follow the teachings and desires of your deity (or demon) and will act accordingly. You gain an advantage on Religion skill checks, and you may always ask your patron for advice or guidance on how to act in difficult situations. Additionally, you may roll for assistance when seeking their guidance.
True Magic: Upon reaching level 13, Warlocks gain the True Magic active ability. Warlocks can channel a portion of their patron's true power through themselves, allowing them to cast one of their patron’s signature spells. This spell still costs mana to cast. You can use True Magic 1 + your Wisdom modifier times per day. True Magic resets on a long rest.
Descend: Upon reaching level 17, Warlocks gain the Descend active ability. If the Warlock is in great danger, they can call upon their patron to descend and assist them. You can use 2 actions and enough mana to cast a Tier 10 spell to summon your patron. The patron will remain for 3 full rounds before the descent ends. You can use Descend once every 7 in-game days.
Wizard
Archmage
Archmages always look for new magic to cast. They want to gather all the magic types that exist. They live for new thrills of discovering new ways to cast magic and capitalize on their vast knowledge of multiple different types of magic.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, or Performance, or you can learn one language of your choice.
Bonus Subclass Abilities:
Versatility is the Key: Upon reaching level 3, Archmages gain the Versatility is the Key passive ability. Archmages believe that versatility is the key to defeating all their possible enemies. For each additional magic type you know, all your magic hit rolls have +1 added to them, and you receive 5 max mana.
Quick Reference: Upon reaching level 8, Archmages gain the Quick Reference active ability. Archmages can cast many different spells from different magic types one after another. You can use your bonus action to cast an additional spell that must be maximally of your current magic tier -2. You can use Quick Reference 1 + your Intelligence modifier times. Quick Reference uses reset on a long rest.
Bookworm Scholar: Upon reaching level 10, Archmages gain the Bookworm Scholar passive ability. Archmages are bookworms with vast knowledge about many topics. You gain an advantage on Arcana and Investigation skill checks.
Arcane Reserves: Upon reaching level 13, Archmages gain the Arcane Reserves passive ability. Archmages can manipulate a lot of different mana types, which leads to them developing constant mana reserves. You gain 25% more maximum mana from your current maximum mana.
Double Casting: Upon reaching level 17, Archmages gain the Double Casting active ability. Archmages combine all of their knowledge about a multitude of spells to cast two spells at the same time. You can cast two spells at the same time for the cost of one action. Spells used while double casting cost 50% more mana.
Grandwizard
Grandwizards devote their lives to research and pursuit of a few magic types, valuing quality much higher than quantity. They do not only cast magic; they summon the magic essence of it.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Arcana, History, Insight, or Nature, or you can learn one language of your choice.
Bonus Subclass Abilities:
Life Work: Upon reaching level 3, Grandwizards gain the Life Work passive ability. Grandwizards dedicate their lives to perfecting one magic type. Choose one magic type to make your Life's Work. Your choice of magic cannot be changed later. You gain one additional level for Life's Work magic. All spells you cast from your Life's Work type of magic have an additional +2 to hit. At level 12, you can choose one more magic type as your Life's Work.
Deeper Understanding: Upon reaching level 8, Grandwizards gain the Deeper Understanding passive ability. As the understanding of their chosen magic deepens, Grandwizards find ways to cast it more efficiently and with greater destructive power. You can upcast spells from your Life's Work magic type by up to 2 tiers (you must have that tier of magic unlocked) without using any additional mana.
Scholar's Knowledge: Upon reaching level 10, Grandwizards gain the Scholar's Knowledge passive ability. Grandwizards are lifelong scholars who always seek more knowledge. You gain an advantage on History and Arcana skill checks.
The Essence of Magic: Upon reaching level 13, Grandwizards gain The Essence of Magic passive ability. Grandwizards who stay dedicated to their Life's Work may uncover previously unseen components of magic. Spells from your Life's Work magic type deal +4 additional damage of the same damage type per damage dice rolled.
The Chosen One: Upon reaching level 17, Grandwizards gain The Chosen One active ability. Grandwizards who reach the pinnacle of their Life's Work magic type become the ultimate masters of that magic. Activating The Chosen One costs your reaction, allowing you to use the god version of your Life's Work magic 1 + your Intelligence modifier times. The Chosen One uses reset on a long rest.
Sorcerer
Mana Inductor
Mana Inductors manipulate mana freely, using their body and mana core as a medium to channel all mana from their surroundings.
Alignment Restrictions:
- Mana Inductor: None specified.
Bonus Proficiency: When you choose this subclass at level 3, you can choose to gain proficiency in one of the following skills of your choice: Arcana, Nature, Performance, or Survival, or you can learn one language of your choice.
Bonus Subclass Abilities:
Mana Channeling: Upon reaching level 3, Mana Inductors gain the Mana Channeling passive ability. Sorcerers channel the surrounding mana into themselves and concentrate it into their mana core with high efficiency. You gain 10 + your casting modifier in additional max mana per level of sorcerer. While you are above 50% max mana, your spell save DC is 2 higher, as well as your SAC and spell attack bonus.
Mana Reave: Upon reaching level 8, Mana Inductors gain the Mana Reave active ability. Sorcerers become so proficient in handling mana that they can channel even the mana of other living creatures, reaving it from them. You can use an action to Mana Reave a creature of your choice for 2% × your level of their maximum mana. The creature must roll a Constitution save against your spell save DC. If it fails, it rolls a die equal to the percentual value of possible mana reave and loses the % amount of mana rolled. You can use Mana Reave 2 + your Intelligence modifier times. Mana Reave resets on a long rest.
Mana Research: Upon reaching level 10, Mana Inductors gain the Mana Research passive ability. Sorcerers research mana throughout their whole lives and strive to master its use. You gain advantage on your mana rolls.
Spell Overtake: Upon reaching level 13, Mana Inductors gain the Spell Overtake active ability. Sorcerers have such outstanding mastery over mana that they can overpower and overtake the spells of others. You can use your reaction to overtake a spell cast within a 90ft radius by using enough mana to cast a spell one tier higher than the spell you are trying to overtake (upcasts don’t count). You can use Spell Overtake 4 + your Intelligence modifier times. Spell Overtake resets on a long rest.
Mana Storm: Upon reaching level 17, Mana Inductors gain the Mana Storm active ability. You can use 2 of your actions to cast a 180ft-wide Mana Storm that lasts for 3 rounds. Mana Storm costs all of your current mana and deals 50% of the mana used as force damage each round. All entities inside the Mana Storm are slowed and must roll a Dexterity save on their turn. If they fail, they are mana reaved for 10% of their current mana. You can use Mana Storm once per long rest.