Important: If you choose any of the subclasses listed below, you cannot multiclass. Additionally, I reserve the right to change or adjust anything that seems over or under powered. Except for the Way of the Marble Mind, each of these must be created in DND Beyond, so there may be kinks or quirks to work through.

  • Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.

    Requirement: Goliath

    Thunderous Blows
    Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

    Stance of the Mountain
    You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

    Demolishing Might
    Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

    Overwhelming Cleave
    Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

    Unstoppable
    Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.

    Source: Critical Role / Tal’Dorei Reborn

  • The College of Fools is a motley lot, varying from bumbling beggars to the eyesores of a noble court, decked out in the finest eye-bleeding frippery. One can tell at a glance they are not to be taken seriously, but beneath the façade there is… well, usually a fool, but also a sharp mind, quick hands, and an uncanny understanding of how to manipulate any situation.

    The College of Fools is tolerated much like an assassin’s guild might be, brilliant outfits hiding in plain sight more surely than darkened leather in the shadows. They gather information, poke and prod their enemies, bolster their allies, and, occasionally, toss a knife in the air and forget to catch it before it hits someone.

    Jester’s Juggling
    At 3rd level, you master the art of juggling nearly anything. You gain proficiency in Performance. If you already have proficiency in Performance, you can select another skill of your choice to gain proficiency in.

    Additionally, you can draw or stow any number of items or weapons during your turn. You can hold more weapons or objects than you have hands, but when you do so you must make a Performance check at the end of your turn. The DC is 5 times the additional number of hands you would need to hold all the items you’re juggling.

    Fool’s Fumble
    Also at 3rd level, when you fail an ability check or attack roll, you can expend one use of your Bardic Inspiration to pass it off as an intentional failure, recovering in spectacular fashion. When you do so, reroll the ability check or attack roll and add your Bardic Inspiration roll to the result.

    Acrobatic Antics
    At 6th level, you gain proficiency in Acrobatics. If you already possess proficiency in Acrobatics, you can select another skill of your choice to gain proficiency in. You can use your acrobatic foolery to safely tumble around the most dangerous places. You gain the following benefits:

    • You gain a climbing speed of 20 feet, falls of 20 feet or less deal no damage, and you can choose to land on your feet.

    • You can use a bonus action and spend 10 feet of movement to ignore difficult terrain, not provoke opportunity attacks, or move through a hostile creature’s space.

    • You gain advantage on a save or ability check to avoid falling.

    Fatal Flourish
    Also at 6th level, when you use your Action to make an ability check, cast vicious mockery, or make a weapon attack with a light melee weapon, you can make a single weapon attack with a light melee weapon or a dart as a bonus action.

    Energetic Encore
    At 14th level, you can build off the success of others and encourage them to greater heights.

    • When an ally within 30 feet of you scores a critical hit, you can use your reaction to make a single weapon attack against the same target.

    • When you deal a critical hit or a creature fails a saving throw against one of your spells by 5 or more, an ally of your choice can use their reaction to make a single weapon attack against the same target.

    You can expend one use of your Bardic Inspiration to take use one of these abilities even when the attack was not a critical hit.

    Source: KibblesTasty / small adjustments by BM

  • The Anathema domain isn’t part of any deity’s portfolio. Rather it’s the purview of those who become subjects of a deity’s contempt. Clerics who turn to this domain are just as capable of weaving magical wonders as their devout peers, but rather than doing so by divine grace, their rites harness the ire of gods and channel it into bouts of transient power.

    Anathema clerics are known colloquially as the scorned, and there are only a handful of them at any given time. Some become scorned because they broke some covenant with their former deity. Others become scorned voluntarily, believing it is their duty to stand in opposition to beings who threaten the cosmological order. In either case, the focused ire of such beings means anathema clerics rarely die of old age.

    Requirement: If you became Anathema by rejecting the deity you formerly worshipped, then you must take the Reformed Cultist background. If instead you chose this path willingly, choose any background. In either case, the deity whose ire you draw will not sit idly by. You are in danger.

    Domain Spells:

    • 1st Cleric level. inflict wounds, protection from evil and good

    • 3rd Cleric level. hold person, ray of enfeeblement

    • 5th Cleric level. Bestow curse, counterspell

    • 7th Cleric level. Banishment, phantasmal killer

    • 9th Cleric level. Dispel evil and good, hold monster

    Anathematic Rites
    At 1st level, your knowledge of forbidden rituals allows you to access magic normally unreachable to other clerics. You can cast cleric spells that have the ritual tag as rituals, even if you don’t have them prepared, as long as their level doesn’t exceed the maximum spell level you can cast as a cleric.

    However, when you cast an unprepared spell in this way, you take 1d6 psychic damage per level of the spell. This damage can’t be reduced in any way.

    Divine Rancor
    As one of the scorned, you wield your deity’s rancor as a tool to hinder your foes. Starting at 1st level, you always have the bane spell prepared, and it doesn’t count against the number of spells you can prepare.

    When you cast bane, you can change the casting time to 1 bonus action, instead of 1 action. You can cast the spell as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Channel Divinity: Divine Derogation
    At 2nd level, you learn to use your Channel Divinity to diminish the capabilities of creatures of faith. As an action, you create a 30-foot aura of discordant divinity around you that lasts for 1 minute or until you fall unconscious. When a creature in the aura magically regains hit points, or takes radiant or necrotic damage. You can roll a d6. On a 4 or higher, the amount of hit points regained or damage taken is reduced to 0.

    Conduit of Ruin
    When you reach 6th level, you learn to focus the ire of your god to further hamper a creature suffering from it. When a creature rolls the d4 from a bane spell cast by you, you can use your reaction to upgrade the d4 to a d6.

    As you gain levels in this class, the malediction imposed by this feature grows even stronger. You can upgrade the die to a d8 at 11th level, and to a d10 at 17th level.

    Potent Spellcasting
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Scornful Condemnation
    When you reach 17th level, you no longer need to concentrate on the bane spell. When you cast it, it lasts for its full duration, until you cast the spell again, or until you fall unconscious.

    Additionally, your ability to channel divine hatred is so masterful that it harms those burdened by it. The first time a creature rolls the die for a bane spell cast by you on its turn, it also takes psychic damage equal to the number rolled on the die.

    Source: MCDM / Arcadia #9

  • While some deities are stern in their edicts and unmoved by mortal nuance, others accept those who come looking for a second chance. Gods of redemption, renewal, and suffering might be particularly inclined to accept such supplicants, so long as their pleas are genuine, and their will to atone remains resolute.

    Clerics who approach these gods looking for forgiveness are granted the Atonement domain, either becoming permanent seekers of redemption or serving the god until their atonement is complete and they are ready for the next step on their journey through life.

    DM’s Note: The Atonement domain is typically meant for beings in transition. You can start as an Atonement cleric with the intention of eventually becoming something else, or become an Atonement cleric during the campaign in response to some narrative event or character decision. If you remain an Atonement cleric through the whole campaign, it’s either because whatever you initially want to atone for is incredibly damning, or you have a hard time living up to your new deity’s expectations. Deities that most frequently welcome atonement are the Everlight, the Changebringer, the Dawnfather, and the Wildmother.

    Domain Spells:

    • 1st Cleric level. false life, sanctuary

    • 3rd Cleric level. enthrall, warding bond

    • 5th Cleric level. Beacon of hope, remove curve

    • 7th Cleric level. Death ward, private sanctum

    • 9th Cleric level. dispel evil and good, wall of force

    Bonus Proficiencies
    When you choose this domain at 1st level, you gain proficiency with heavy armor and either the Medicine or Religion skill (your choice).

    Selfless Reprieve
    Also at 1st level, you gain the ability to magically intercede on behalf of other creatures at the cost of your own well-being. When you make a saving throw against an effect that targets multiple creatures, you can choose to automatically fail the save and grant another creature targeted by the same effect that you can see an automatic success. You must make this choice before any rolls are mad.

    Once you use this feature, you can’t use it again until the start of your next turn.

    Channel Divinity: Shield of Martyrdom
    Starting at 2nd level, you learn to employ your Channel Divinity to make a noble sacrifice. As a reaction, when a creature you can see within 30 feet of you would be reduced to 0 hit points as a result of taking damage, you can use your Channel Divinity to magically take the damage yourself, in place of the target. If this damage would reduce you to 0 hit points, it reduces you to 1 hit point instead. This redirects all the damage the creature would have taken to you, but the target is still subject to other effects as if it had taken the damage.

    Your sacrifice also bestows your target with a divine ward, granting temporary hit points equal to your cleric level.

    Hallowed Reprieve
    At 6th level, you gain the ability to empower your selfless acts of protection with divine aid. When you use your selfless reprieve feature against an effect that allows you to make a saving throw to take only half damage, you take half damage from your saving throw failure, and your chosen target takes no damage from their automatic success.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Divine Strike
    Starting at 8th level, you can infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Exalted Protector
    When you reach 17th level, your Selfless Reprieve feature can great automatic successes to two creatures making the same saving throw as you, instead of only one. In addition, each use of your Hallowed Reprieve feature can now simultaneously benefit up to two creatures as well.

    Source: MCDM / Arcadia #9

  • Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more…distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit from them worthy of wielding it.

    These clerics know they’re worthy. Ambition leads to profit. Profit leads to power. They aren’t evil misers, jealously guarding their jeweled temples – they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone – including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their partners.

    Domain Spells:

    • 1st Cleric level. identify, shield of faith

    • 3rd Cleric level. enhance ability, magic weapon

    • 5th Cleric level. haste, protection from energy

    • 7th Cleric level. freedom of movement, stoneskin

    • 9th Cleric level. dispel evil and good, greater restoration

    Prophet Motive
    Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable allies. After choosing this domain at 1st level, when you cast a domain spell (the list above) on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires concentration and your concentration ends, the spell ends on both you and the other creature, or both objects.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Object of Desire
    Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your holy symbol. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn. The player or DM can roll a d10 on the Object of Desire table to determine what the creature most desires, or the DM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of the creature’s desires against it should they cross paths again.

    Object of Desire:

    1. Their favorite childhood food or toy (Youth).

    2. A beautiful lover (Lust or Love).

    3. A legendary weapon (Power).

    4. A colossal gemstone (Wealth).

    5. Their lost child, sibling, or parent (Family).

    6. A kingdom’s crown (Status).

    7. A specter of death (Death).

    8. An ancient spell book (Knowledge or Magic).

    9. Someone who wronged them (Revenge).

    10. An old friend (Companionship).

    Divine Kleptocracy
    Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires concentration, you can use your reaction to duplicate the spell’s effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.

    Once you use this feature, you can’t use it again until you finish a long or short rest.

    Potent Spellcasting
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Avatar of Excess
    At 17th level, your ability to benefit yourself while empowering others becomes second nature. When you use Prophet Motive to replicate a spell’s effect, you can choose to have that spell not require concentration.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Source: MCDM / Arcadia #5

  • The Blood Domain centers around the understanding of natural life force as it exists within the body, and the divine conduit that it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell.

    Blood clerics are the keepers of hemocraft and leaders of the Blood Sects (see our Setting Guide for more info). The gods that grant the power of the Blood Domain are many, and blood clerics can be good, evil, or neutral.

    DM’s Note: Why are you here and not helping lead your sect?

    Domain Spells

    • 1st Cleric level. false life, sleep

    • 3rd Cleric level. hold person, ray of enfeeblement

    • 5th Cleric level. haste, slow

    • 7th Cleric level. blight, stoneskin

    • 9th Cleric level. dominate person, hold monster

    Bonus Proficiency
    When you choose this domain at 1st level, you gain proficiency with martial weapons.

    Bloodletting Focus
    Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell’s level.

    Channel Divinity: Crimson Bond
    Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).

    While the bond is in effect, you can use an action to learn the target’s approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target’s senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target’s senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.

    Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.

    Channel Divinity: Blood Puppet
    Starting at 6th level, you can use your Channel Divinity to briefly control a creature’s actions — whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.

    On the affected creature or animated corpse’s turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:

    • Interact with an object

    • Make a single attack

    • Do nothing

    An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.

    An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).

    At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

    Sanguine Recall
    At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can’t be reduced in any way. You can’t use this feature again until you finish a long rest.

    For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots — a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.

    Divine Strike
    At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Vascular Corruption Aura
    At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Source: Critical Role

  • Clerics of the Truth domain – or Truthsayers – are devoted to absolute and uncompromising truth, no matter how uncomfortable it might be. Their inability to tell a lie, and skill at seeing through them, makes them invaluable as envoys, negotiators, and advisors. But it also makes them pariahs, as rare are those who can hear unfiltered truth. Such social and personal demands take their toll, which makes it unpopular profession. They are rare, and those that live to old age often retire to the life of a solitary hermit or, in extreme cases, simply go mad.

    Requirement: The deity from which you draw your power can NOT be one that relies on lies and subterfuge. This excludes the Archeart, the Changebringer, the Moonweaver, the Cloaked Serpent, the Lord of the Hells, the Spider Queen, and the Scaled Tyrant.

    Domain Spells

    • 1st Cleric level. detect magic, faerie fire

    • 3rd Cleric level. moonbeam, zone of truth

    • 5th Cleric level. dispel magic, remove curse

    • 7th Cleric level. divination, locate creature

    • 9th Cleric level. commune, dispel evil and good

    Absolute Truth
    Starting at 1st level, you can never speak a lie. If you try to, the words do not come out. In exchange, as an action you can grant yourself a +10 bonus to Insight (Wisdom) checks for one minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.

    Truth Gaze
    Also at 1st level, you gain proficiency in either Investigation or Insight. In addition, you have advantage on Investigation checks made to discern through illusions and gain a +5 bonus on saving throws made against illusion spells. The DM will add this bonus behind the screen to avoid spoiling any illusion for other players.

    Channel Divinity: Expose Reality
    Starting at 2nd level, you can present your holy symbol to expose falsehood. As an action, you emit a pulse of divine magic. All creatures in a 15-foot radius centered on you that are shapeshifted, concentrating on an illusion spell, or under the effects of an illusion spell must succeed on a Wisdom saving throw. On a failure, shapeshifted creatures instantly revert to their original form and the effects of the illusion spell end.

    Sacred Sight
    Starting at 6th level, you can imbue your eyes with holy powers. As a bonus action, you gain Truesight out to 120 feet until the start of your next turn. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

    Potent Spellcasting
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Revelation
    Starting at 17th level, you can use your action to activate a revelatory aura that lasts for 1 minute or until you dismiss it using another action. While the aura is active you are under the effect of the antimagic field spell, but it doesn’t affect any of your spells or abilities. You must concentrate on this ability as if you had cast the spell. Once you’ve used this ability, you can’t do so again until you complete a long rest.

    Source: Monkey DM for the chassis / refined by BM

  • These fighters draw their powers from the Feywild, using it to render themselves unpredictable in battle. The skills of fey knights come as much from martial training as they do from the charisma and panache of the knights themselves. Fey knights guard the faerie realm from outsiders or are sworn to serve one of the Courts.

    Requirement: You must be an eladrin or have the Feylost background.

    Fey Paths
    Starting at 3rd level, you gain some control over the ever-changing magic of the fey. It imbues you and gives you an edge in battle. Choose one of the following powers:

    • Spring Ephemeral. After using your action on your turn, you can use your bonus action to become invisible. This effect lasts until the start of your next turn.

    • Autumn Harvest. You can use your bonus action to teleport up to 30 feet closer to an enemy.

    • Fey Guile. As an action, you target one humanoid or beast that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be magically charmed, and the target has advantage on the save if you or your companions are fighting it. The charmed creature regards you as a trusted friend to be heeded and protected. The target is not under your control, but it takes your requests in the most favorable way it can. If you or your allies do anything harmful to the target or ask it to perform an action that would be harmful to it, this effect ends automatically. Otherwise, the effect lasts for 10 minutes or until you end the effect as a bonus action. If the target’s saving throw is successful, it is immune to this ability for the next 24 hours.

    You can use the powers granted by this ability a number of times equal to your Charisma modifier per long rest. You can change which power you can use at the end of a short or long rest.

    Heart Throb
    Also at 3rd level, you can touch a creature and magically know the creature’s current emotional state.

    Shifting Form
    Start at 7th level, you can cast disguise self a number of times per long rest equal to your Charisma modifier. In addition, while under the effect of the spell, you can add a d6 bonus to your Deception (Charisma) checks.

    Empowered
    Starting at 10th level, the powers granted by your Fey Paths ability improve.

    • Spring Ephemeral. Your first attack after using this ability deals an additional 1d12 force damage.

    • Autumn Harvest. You can touch another willing creature to bring it with your when you teleport, and you are no longer restricted to teleporting towards an enemy.

    • Fey Guile. The duration increases to 1 hour.

    In addition, you can now decide at the start of each of your turns which power you want to use, instead of after a rest.

    Restless Power
    Starting at 15th level, when you roll initiative and have no use of Fey Paths remaining, you regain 1 use of it.

    Fey Blood
    The faerie realm has changed you forever. Starting at 18th level, you become proficient in Wisdom saving throws. If you already are, you become proficient in Charisma saving throws instead. You are immune to being charmed and magic can’t put you to sleep. In addition, you can now telepathically communicate with any creature within 60 feet of you. You do not need to share a language with that creature for them to understand you.

    Source: Monkey DM & yours truly

  • A Shieldbearer is a versatile warrior who uses a shield for both defense and offense. Amid the chaos of battle, they stand stalwart to protected their allies, smash their way through a legion of foes, or fling their shield through the air with extraordinary strength and accuracy. Even the simplest disk of wood or metal becomes a powerful weapon in the hands of a Shieldbearer.

    If a feature requires a saving throw, your Shieldbearer save DC equals 8 + your proficiency bonus + your Strength modifier.

    DM’s Note: Per existing rules, it’s possible to carry two shields but your armor class only benefits from one one of them.

    Shieldbash
    At 3rd level, you strike your enemies with your shield as easily as any blade. You can use your shield as a simple melee weapon that deals bludgeoning damage equal to 1d8 + your Strength modifier on a hit. You can don or doff your shield on your turn without taking an action to do so.

    Your shield’s damage die increases to 1d10 at 7th level and 1d12 at 15th level.

    Counterstrike
    Also at 3rd level, when a foe is distracted by their own attack, you can deal a mighty blow. When a creature within 5 feet of you attacks you or one of your allies, you can use your reaction to make a melee attack against them with your shield. On a hit, the attack deals one extra die of damage and the target has disadvantage on the next attack roll they make before the end of their next turn.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

    Shield Toss
    You learn to hurl a shield with exceptional might and precision. For you, a shield is a weapon with the thrown property with a normal range of 30 feet and a long rage of 60 feet. On a hit, it deals the same damage as a melee attack using your Shieldbash feature. If you roll a natural 20 on this ranged attack, the target is stunned until the end of their next turn. If the attack hits and you can make another attack this turn, you can use your next attack to bounce the shield off the first target and target another foe you can see within 10 feet of the original target, making another ranged attack roll to determine if it hits. You can bounce the shield more than once if each attack hits and you have attacks remaining on this turn.

    At the end of your turn, your shield returns to you. You can catch it if you have a free hand; otherwise, it lands at your feet. However, if you roll a natural 1 on a ranged attack roll using a shield, the shield doesn’t return to you but instead lands harmlessly next to your target.

    Safeguard
    At 10th level, you are in tune with the rhythm of combat, elegantly interweaving offense and deffense. When you take the Dodge action while wielding a shield, you can make one melee attack (no action required), then choose one creature within 5 feet of you to protect. Until the start of your next turn, any attack roll made by a creature you can see against the protected creature has disadvantage. The benefit ends early if you are incapacitated or if you are more than 5 feet away from the protected target.

    Improved Counterstrike
    Also at 10th level, the extra damage from your Counterstrike feature increases to two extra damage dice, instead of one. Additionally, when you hit a creature with your Counterstrike feature, they have disadvantage on all attack rolls (not just one) until the end of their next turn.

    Aegis of the Brave
    At 15th level, your mighty attacks control the battlefield and smash aside your foes’ defenses. Once on each of your turns when you hit a creature with your shield, you can force them to make a Strength saving throw. On a failed save, you choose one of the following effects:

    • If the target is Large or smaller, they are shoved up to 10 feet away from you.

    • The target drops one item of your choice that they’re holding, which lands at their feet.

    • The next attack against the target before the start of your next turn as advantage.

    Stalwart Guardian
    At 18th level, you’ve tempered your skills in the heat of battle and emerged victorious. When you use your Safeguard feature to take the Dodge action, you can make up to two melee attacks as part of that action (instead of one). Moreover, when you hit a creature with your Counterstrike feature, they must succeed on a Constitution saving throw or be stunned until the start of their next turn.

    Source: MCDM / Arcadia #20

  • Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Marble Archives are among the best-respected and most heavily guarded repositories of tomes, history, and information on the continent. People from all lands come to the libraries to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Archive’s cause. To become a member of the Marble Mind is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.

    The monks of the Marble Mind are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.

    DM’s Note: This subclass is officially in D&D Beyond under the name Way of the Cobalt Soul. We would just use that instead of me recreating it with the Marble Mind name.

    Requirement: Archive Initiate background.

    Extract Aspects
    Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.

    Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

    Extort Truth
    Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

    An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

    If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

    Mystical Erudition
    Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to gain expertise in a skill from that list.

    You gain an additional language and an additional skill proficiency from the above list (or you can gain expertise in an existing skill) at 11th and 17th level.

    Mind of Mercury
    Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

    Mystical Erudition (Additional)
    You gain an additional language and an additional skill proficiency from the above list (or you can gain expertise in an existing skill from that list) at 11th level.

    Debilitating Barrage
    Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

    If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

    Mystical Erudition (Additional)
    You gain an additional language and an additional skill proficiency from the above list (or you can gain expertise in an existing skill from that list) at 17th level.

    Source: Critical Role

  • An Outcast is a monk that has lost their way. Trained in the basics, they have since abandoned the rigorous discipline and philosophy of their tradition. Now they’re enrolled only in the school of hard knocks.

    Off the Wagon
    Normal monks must spend 30 minutes of a short or long rest meditating to recover their Ki points. Outcasts can instead play cards, drink, or smoke.

    Bonus Proficiencies
    At 3rd level, you gain proficiency in the Athletics skill if you don’t already have it.

    Pragmatism
    At 3rd level, you have embraced the pragmatic view of an outcast. You gain the following benefits:

    • You have proficiency with improvised weapons. Improvised melee weapons count as Monk weapons for you.

    • You gain proficiency in Light armor and Medium armor, and gain the benefits of Martial Arts and Unarmored Movement while wearing it.

    • You can use your Strength modifier in place of your Wisdom modifier for calculating your Ki save DC.

    Pragmatic Techniques
    Also at 3rd level, you gain the following techniques you can spend Ki on:

    • Kick ‘em While Their Down (1 Ki). When you hit a target that is prone, restrained, or incapacitated, you can expend a Ki point to deal additional damage equal to two rolls of your Martial Arts die.

    • Unexpected Technique (1 Ki). When you make a grapple check, you can expend a Ki point to add your Martial Arts die to the roll. You can do this after the contested roll, potentially turning a failure into a success. On a success, the target takes damage equal to the amount rolled on the added die.

    Soak It Up
    At 6th level, your extensive training in the art of getting hit with bar stools and broken bottles grants you increased endurance. When you roll initiative, you gain temporary hit points equal to your Constitution modifier plus your proficiency bonus. These temporary hit points are refreshed any time you take the Dodge action.

    Where It Hurts
    At 11th level, when you use Stunning Strike on a critical hit or on an attack made against an enemy that was unaware of you, the target has disadvantage on the saving throw against being stunned.

    Lean Into It
    At 17th level, you can reliably throw a walloping good hit. When you make an unarmed strike or an attack with a melee monk weapon, you can choose to forgo adding your proficiency bonus to the attack roll. If the attack hits, you can add your Proficiency bonus to the damage roll.

    Source: KibblesTasty

  • Most paladins are chiefly concerned with doing good. A rare few pursue darker paths. But those who take the Oath of Acquisitions don’t fall into either camp. They have the power to help people…but why would they, if they aren’t going to be adequately compensated?

    These notorious charmers wield a strong portfolio of enchantment magic to move the needle on and off the battlefield. Be it a heated negotiation over the price of a potion or a pitched battle with a soon-to-be-overly-friendly giant, it’s hard to deny these silver-tongued devils when they turn on the charm.

    Perhaps you entered into an infernal contract forcing you to collect on debtors. Or that merchant you guarded a few years back made a lot of good points about knowing your worth. Maybe you just took the guidance from your god of traders a little too far. However you came to take this oath, you always aim to come out on top—and woe to those who break a contract with you.

    Tenets of Acquisitions

    The More Perilous the Path, the Greater the Payout. Always go the extra mile – so it’s easier to squeeze a little extra out of your employer.

    Circumstance Plus Instinct Equals Profit. Those who can smell war on the wind are the first to profit from it. Watch the trends, read the bones, and make sure you’re the first one with the solution to the problem.

    A Deal is a Deal is a Deal. Your word is your bond. If you make a deal, you stick to the letter of it. However, if the other party didn’t read the contract thoroughly, it’s not really your problem.

    Oath Spells

    You gain oath spells at the paladin levels listed in the table below.

    3. charm person, disguise self

    5. zone of truth, suggestion

    9. hypnotic pattern, fear

    13. confusion, compulsion

    17. dominate person, geas

    Channel Divinity
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Peace is Good Business. You can use your Channel Divinity as a bonus action to gain the upper hand in negotiations. For the next 10 minutes, you have advantage on all Charisma checks made to negotiate business with other creatures.

    War is Good Business. When you cast an enchantment spell on a creature that requires a saving throw, you can use your Channel Divinity to make the target more susceptible to your magic by imposing disadvantage on it saving throw. Additionally, if the spell has a duration of 1 hour or less, its duration is doubled.

    Aura of Opportunity
    Starting at 7th level, you emanate an aura that commands attention while you’re not incapacitated. Creatures of your choice within 10 feet of you make attacks against creatures other than you with disadvantage.

    When you reach 18th level, the range of this aura increases to 30 feet.

    The Bigger the Smile, the Sharper the Sword
    Starting at 15th level, you can make new “friends” feel the sting of betrayal. Once per turn, when you hit a creature charmed by you or an ally within 30 feet of you with an attack, the creature has vulnerability to that attack’s damage.

    You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Greed is Good
    At 20th level, you can manifest as an avatar of opulence and excess. Your skin and clothing take on a gold or platinum sheen, and coins spill from you as you walk, disappearing after they hit the ground.

    During the transformation, you gain the following features for 1 hour:

    • You have advantage on all Charisma checks and saving throws.

    • Creatures that hit you with a weapon attack must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn.

    • You can use the Bigger the Smile, Sharper the Sword feature any number of times on a turn without expending uses.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Source: MCDM / Arcadia #5

  • You have sworn to balance the cosmic scales of the universe. You follow in the footsteps of Judgment, the entity at the center of Mechanus that fights to maintain order and balance between the planes. Those who take this oath are bound to fight and slay creatures that go against the order of the cosmos, such as fiends that seek to destroy the heavens or angels that hunger to purify the hells. If a conflict arises that cannot be contained by words alone, it is your task to decide the outcome. You are the judge and the executioner, and the world is your courtroom. All shall rise in your honor, and all shall fall by your hand.

    Requirement: You must be Lawful Neutral. If your alignment changes for any reason, your oath is broken.

    Tenets of Judgment

    When you swear the oaths of judgment, it is recorded on metal in the Courts of Mechanus.

    Know the Truth. Always seek a full understanding of the reality of the situation, and let no illusions stand before your impartial gaze.

    Destroy the Guilty. Order must be maintained and enforced without exception. There will always be another villain to replace this one.

    Maintain the Balance. Angels and demons, fey and nightmares, all must heed the order of the cosmos.

    Harmonize the Scales. Sometimes, there is no enemy before you. Work to undo the damage done by the accused.

    Oath of Judgment Spells

    • 3rd level. detect evil and good, hellish rebuke

    • 5th level. calm emotions, zone of truth

    • 9th level. bestow curse, blink

    • 13th level. banishment, dimension door

    • 17th level. dispel evil and good, legend lore

    Bonus Proficiencies
    When you take this oath at 3rd level, you gain proficiency in one of the following skills (your choice): Insight, Investigation, Arcana, or History.

    Channel Divinity: As Above
    As a bonus action, you can use your Channel Divinity feature to call down cosmic fire from the higher planes to burn away a creature you can see within 30 feet of you. The target must make a Charisma saving throw against your spell save DC. On a failure, it takes radian damage equal to 10 + your paladin level and become immersed in celestial light, preventing it from taking the Hide action or being invisible for 1 minute.

    Channel Divinity: So Below
    As an action, you can use your Channel Divinity feature to summon the lower planes to lend power to your voice. Each fey, celestial, and aberration within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, the creature is turned for 1 minute.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you or take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while the creature is turned.

    Aura of Censure
    Beginning at 7th level, the servants of otherworldly entities wither before your impartial gaze. Spell attacks targeting allied creatures within 10 feet of you are made with disadvantage.

    At 18th level, the range of this aura increases to 30 feet.

    From Whence You Came
    Starting at 15th level, whenever you hit a creature with a melee attack and activate your Divine Smite feature, you can choose to push the creature up to 15 feet directly away from you.

    Cosmic Executioner
    At 20th level, you can channel the power of Judgment. For one minute, you gain the following benefits:

    • You gain resistance to all damage.

    • Damage you deal ignores resistance and immunity.

    • If you would be affected by a spell of 5th level or lower that deals damage, you can use your reaction to cast that same spell without expending a spell slot.

    • When you move, you can instead teleport an equal distance.

    Source: The Compendium of Forgotten Secrets / BM

  • The Oath of Silence is taken by those that have seen the chaos of the world and chosen to take a stand. Rather than shout over the clamor, they lead by example and action. The world needs not fiery rhetoric or the manipulations of honeyed words, but rather people to act as they should with pride and purpose.

    Paladins of this oath can come from many backgrounds and espouse many variants of their conviction, but most tend toward Lawful. They believe that the power of words should be in reason and virtue, rather than in volume or, worst of all, manipulation.

    Tenets of Silence

    Temperance. Whispering in silence conveys greater power than shouting in clamor.

    Precision. Speak with purpose and say what must be said.

    Sanctuary. Be the port in the storm, be the tranquility in chaos.

    Purpose. Action speaks louder than words. Let your sword and shield be your voice.

    Channel Divinity: Shroud of Silence
    As a bonus action, you present your holy symbol and whisper a prayer. One creature of your choice becomes shrouded in silence. For 10 minutes, the target makes no noise. It cannot speak (including verbal components of spells) and gains advantage on Stealth (Dexterity) checks.

    An unwilling creature makes a Wisdom saving throw against your spell save DC to prevent the effect. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Channel Divinity: Sanctuary of the Sacrosanct
    As an action, you present your holy symbol and whisper a prayer to bring refuge to the world. All creatures of your choice within 30 feet of you gain temporary hit points equal to your paladin level plus your Charisma modifier. If they are under the effect of a condition or spell they can normally save against at the end of their turn, they can immediately make a save against the effect, ending it on a success.

    Oath of Silence Spells

    • 3rd level. Sanctuary, sleep

    • 5th level. blindness/deafness, silence

    • 9th level. counterspell, dispel magic

    • 13th level. aura of purity, banishment

    • 17th level. hallow, mislead

    Aura of Serenity
    Starting at 7th level, you permeate an aura of quiet serenity, reducing the volume of all noises within 10 feet of you. You and friendly creatures in the aura gain resistance to thunder damage, and heavy and medium armor do not give disadvantage on Stealth checks.

    At 18th level, the range of this aura increases to 30 feet.

    Rebuke
    Starting at 15th level, when a creature within your Aura of Serenity attempts to speak, attack, or cast a spell, you can rebuke them as a reaction. They take radiant damage equal to your Charisma modifier and must make a Wisdom saving throw. On a failure, their attempt to speak fails, and they are silenced until the start of their next turn.

    Ordered World
    At 20th level, as an action you can bring ordered tranquility to the world around you for 1 minute. Your Aura of Serenity doubles in size (to 60 feet), and you can use Rebuke a number of times equal to your Charisma modifier without expending your reaction, regaining all uses at the start of your next turn.

    For the duration, all creatures of your choice within the aura have advantage on saving throws against the charmed condition, the frightened condition, and the effects of spells.

    Optional Feature: Vow of Silence
    Some paladins of this oath commit to never speaking again. When you select this option, you gain the ability to speak telepathically to creatures within 60 feet of you. You must be able to see creature and share at least one language with it. This telepathy is one way, and they cannot reply. Additionally, all verbal components of spells are replaced by somatic components for you.

    If you have speak, this vow is broken and you lose these additional powers.

    Source: KibblesTasty

  • Bounty hunters excel at tracking humanoids, especially through urban environments. They cultivate relationships with lawmen and politicians but stand outside the system, using it just as the system uses them. Whatever the quarry, a bounty hunter will get it - dead or alive.

    DM’s Note: Many of the abilities below use nets, an often overlooked D&D weapon. If nets don’t sound cool to you, don’t play a bounty hunter.

    Bounty Hunter Spells

    • 3rd Ranger level. hunter’s mark

    • 5th Ranger level. hold person

    • 9th Ranger level. speak with dead

    • 13th Ranger level. arcane eye

    • 17th Ranger level. hold monster

    Urban Tracker
    Starting at 3rd level, you excel at tracking prey even if they take refuge in the trappings of civilization. When you make an Intelligence or Wisdom check related to tracking a creature in cities or towns, your proficiency bonus is doubled if you are using a skill you’re proficient in. You can only gain this benefit if you are familiar with the target’s race or general appearance (such as a sketch).

    Fist of the Law
    At 3rd level, you gain proficiency in Intimidation. If you are already proficient in Intimidation, you gain expertise, allowing you to double your proficiency bonus to Intimidation skill checks.

    Dead or Alive
    Also at 3rd level, you can mark a target to bring them down dead or alive. You can place this market on a creature you can see within 120 feet as a bonus action, or as part of casting the hunter’s mark spell on that creature. This mark lasts for 1 minute, or until you use it again.

    • Dead. When you roll a 1 or 2 on a damage die for an attack against the marked target, you can reroll the die and must use the new roll. Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20.

    • Alive. When you make an attack roll against the marked target with a net, you don’t have disadvantage when attacking at melee range or long range.

    Quick Throw
    Starting at 7th level, you can throw a net as part of your Attack action while still making your full number of attacks.

    Deft Knots
    Also at 7th level, add your proficiency bonus to the DC of any check made to escape a net you’ve thrown. Additionally, you have advantage on skill checks to tie or untie knots, and to secure ropes.

    Pin Down
    Starting at 11th level, when a creature you have marked with Dead or Alive moves more than 5 feet, stands up from being prone, or escapes from the restrained condition while within 60 feet of you, you can use your reaction to make one weapon attack against them if they are in range of a weapon you are wielding.

    Unwavering Pursuit
    Starting at 15th level, when you mark a creature with Dead or Alive, you gain truesight against that creature, and are aware of its exact location as long as they are within 300 feet of you. This feature lasts until the market ends.

    Source: KibblesTasty / small adjustments by BM

  • Contrary to most rogues, enforcers focus their training on a more brash, rough-and-tumble approach. Often employed as hired muscle or hitmen, these rogues lean on their physical dominance to intimidate and overpower their foes, whether on the battlefield or shaking someone down in a back alley.

    DM’s Note: Enforcer abilities are based on Strength and grappling. Don’t approach this as a normal rogue. That means giving up on another ability score to make sure your Strength is high enough.

    Bonus Proficiencies
    When you choose this archetype at 3rd level, you gain proficiency with medium armor, battleaxes, flails, morningstars, and warhammers.

    Muscular Menace
    Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to grapple a creature, and you have advantage on Intimidation (Charisma) checks against any creature you are grappling.

    In addition, you learn to combine your tactical precision with devastating blows. You can deal your Sneak Attack damage with any melee weapon that doesn’t have the heavy property. In addition, you don’t need advantage on the attack roll to use your Sneak Attack against the creature if the creature is grappled and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.

    Bouncer’s Brawn
    Starting at 9th level, you can also use the bonus action granted by your Cunning Action to attempt to shove a creature.

    When you attempt to shove a creature that is grappled by you, you can instead choose to hurl the creature through the air. If you succeed on the shove check, you can throw the creature a number of feet equal to 5 times your Strength modifier, and it must succeed on a Dexterity saving throw or fall prone. The save DC is 8 + your Strength modifier + your proficiency bonus.

    If you fail the shove check, the creature is instead pushed 5 feet away from you and the grapple ends.

    Relentless Physique
    By the time you reach 13th level, your body has become unyielding in the face of adversity. You have advantage on saving throws against any effect that would push you, pull you, or knock you prone, and you can’t be frightened.

    Skull Cracker
    Beginning at 17th level, your most precise and powerful strikes can daze your foes and send them reeling. Once on each of your turns, when you hit a creature that is no more than one size larger than you with a melee weapon and you have advantage on the attack roll, the target must succeed on a Constitution saving throw or become stunned until the start of your next turn. The save DC is 8 + your Strength modifier + your proficiency bonus.

    Source: KibblesTasty

  • A different cut entirely, the surgeon is a rogue that has come from the bloodiest walk of life possible… that of a medic. Few things phase a rogue that has spent time seeing the worst that the battlefield has to offer, and their knowledge of anatomy can cut both ways. It would be unwise to underestimate the deadly precision of a surgeon, for cutting things open was never the hard part of their job.

    Surgeons tend to be fastidious and educated, but where their moral compass points can vary widely.

    Paramedic Procedures
    Starting at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency with Medicine, you can choose to gain proficiency in History, Nature, or with the Herbalism Kit.

    Additionally, you can use the bonus action granted by your Cunning Action to make a Medicine check or use a Healer’s Kit. When you use a Healer’s Kit, the target regains additional hit points equal to your Wisdom modifier.

    Anatomical Assessment
    Also starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Medicine check targeting a creature. The DC for this check is equal to the creature’s AC, and you have advantage on this roll against humanoids and disadvantage against constructs and elementals.

    On a success, you can use Sneak Attack against the target without meeting the other conditions, as long as you make the attack with a dagger. This benefit lasts for 1 minute, or until you successfully use this feature against a different target.

    Field Care
    Starting at 9th level, during a short rest you can clean and bond the wounds of up to six willing humanoids and beasts. Make a DC 10 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, the first Hit Die it expends is replaced by the maximum value of that die.

    Medical Prodigy
    Beginning at 13th level, you’re ability to cure patients borders on the supernatural. You can make a Medicine check on a creature within 5 feet to cure it of the blinded, deafened, paralyzed, or poisoned conditions.

    If the condition was the result of failing a saving throw, the DC of the Medicine check is equal to the DC of the saving throw. Otherwise, the DC is 10.

    Anatomical Expertise
    Starting at 17th level, when you attack a target that you have successfully targeted with Anatomical Assessment, you can further exploit knowledge of their weaknesses.

    When you make a melee weapon attack against the target, you can inflict one of the following conditions:

    • Hamstring. You cripple the creature’s locomotion, reducing its movement speed by half.

    • Artery. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns.

    • Larynx. The target is muted and cannot speak or perform verbal components of spells.

    • Eyes. You strike the creature’s eyes. The target is blinded.

    At the end of the crippled creatures turn, it can make a Constitution saving throw, ending the crippling effect on a success. The save DC is equal to 8 + your Wisdom modifier + your proficiency bonus.

    You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest. Once a creature has saved against a specific wound type, they are immune to that wound for the next 24 hours.

    Source: KibblesTasty / BM

  • Planeriders are a new breed of sorcerer created through interaction with the extraplanar portals opened by the Bleed. A planerider’s power awakened after falling through an extraplanar portal, though it’s unknown if this unexpected trip is solely responsible or if it simply awoke a power that already slumbered inside the sorcerer.

    These sorcerers can bend the fabric of space, allowing them to subvert the natural physics of the world. Unlike runechildren, planeriders are not hunted and experimented on. Their powers do not manifest physically on their bodies, and their abilities are more easily passed off as traditional magic.

    Planeriders usually have a strong affinity for one plane in particular, usually the plane where they landed during their unexpected trip. You can choose the plane yourself, or roll on the table below.

    DM’s Note: You must have been exposed to an extraplanar portal caused by the Bleed. If you’re from the material plane, where did you go? And how did you get back? If you’re from another plane, what did you leave behind? Do you want to go back?

    Planar Affinity

    1. Material Plane

    2. The Nine Hells

    3. Celestia

    4. Shadowfell

    5. Astral Plane

    6. Ethereal Plane

    7. Feywild

    8. Quintessence

    9. Mechanus

    10. Primordial Sea

    11. Far Realm

    12. The Abyss

    Out of Phase
    At 1st level, you can see into the Ethereal Plane out to range of 30 feet. When a creature hits you with an attack or when you are subjected to a saving throw, you can use your reaction to temporarily vanish from your current plane of existence. Vanishing in this way grants you resistance against the damage of the attack or advantage on the saving throw. Until the start of your next turn, you remain within an extradimensional space just large enough for you to stand comfortably. You reappear within your previous space, or the nearest unoccupied space. Once you have used this feature, you can’t use it again until have completed a short or long rest.

    Planar Rift
    Starting at 6th level, when you cast a spell of 1st level or higher, as a bonus cation you can spend a sorcery point and create linked teleportation portals that remain open until the end of your next turn or until you choose to close them (no action required). Choose two points on the ground that you can see, both within 30 feet of you.

    A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, it fails to materialize and the sorcery point is lost.

    The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it. A ring is visible only from one side (your choice) which is the side that functions as a portal.

    Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other. Passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.

    By expending additional sorcery points, you can increase the range at which you can place the portals by 10 feet per sorcery point.

    Slipstream
    Starting at 14th level, when you use your Planar Rift feature, you can have a Large or smaller creature within 5 feet of one of your portals pulled through it. The creature is ejected into an unoccupied space within 5 feet of the second portal. An unwilling creature must make a Strength saving throw (against your spell save DC) to avoid this effect.

    Displacement
    Starting at 18th level, you learn to exert your will over the fabric of reality. As an action, choose a number of willing creatures within 30 feet of you that you can see, up to an amount equal to twice your Charisma modifier. You, and any creatures targeted by this effect, are immediately transported to a place you have visited on any of the planes of existence. Once you have used this feature, you can’t use it again until you’ve completed a long rest.

    Source: Hoard of Heroes / BM

  • The death of so many giants and dragons during the Wyrmrage, and the ensuing Bleed, has had a profound effect on magic in the world. Some humanoids have found their body itself has become a conduit for wild giant magic, their flesh collecting and storing remnants of such energies in the form of natural runes. These anomalies are known in erudite circles as runechildren.

    The talents of a runechild are rare and new, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation has driven the few that exist into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

    Requirement: You can’t be more than 20 years old.

    Essence Runes
    At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

    At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

    As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

    If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

    Glyphs of Aegis
    Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

    At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

    Sigilic Augmentation
    Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

    Manifest Inscriptions
    At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

    Runic Torrent
    Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

    Runic Exemplar Form
    Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:

    • You have a flying speed of 40 feet.

    • Your spell save DC is increased by 2.

    • You have resistance to damage from spells.

    • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

    When your Runic Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

    Source: Critical Role / Tal’Dorei Reborn

  • To assist with the creation of the Material Plane, the gods created elemental titans, beings filled with magic so powerful that they require enormous forms to contain it. Their work long complete, these titans now slumber on the plane of Quintessence.

    Occasionally genasi, the children of the elements, gain the ability to channel a titan’s magic by altering their form. A burst of flame or a surge of wind from a Titan Heart sorcerer commands fear and respect across Quintessence. How will the people of the Material Plane react to your power?

    DM’s Note: This subclass is based around the Titan Manifestation ability, which turns you into a strong melee fighter while granting access to unique spells. When that ability is not active, you’re a vanilla sorcerer.

    Requirement: Genasi

    Ancient Knowledge
    Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

    Titan Manifestation
    You can physically embody your connection to titans for a short time as your form takes on aspects of your origin titan. Your skin may turn to granite or magma, or the air may swirl around you in a furious storm. As an action, you assume the form for up to 1 minute. It ends early if you are knocked unconscious or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:

    • Your size increases to Large.

    • Your AC increases by 2.

    • When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.

    • Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

    • Your spells and melee weapon attacks deal double damage to objects and structures.

    While your Titan Manifestation is active, you also know and can cast the blaze, cataclysm, daybreak, glacier, and quake spells as sorcerer spells, using spell slots as normal.

    These special primordial spells are described here.

    You can use this feature twice. You regain both uses when you finish a long rest.

    Strength of Magic
    Starting at 6th level, you can use your Charisma modifier instead of your Strength modifier for Strength checks and saving throws, as your magical connection to the titans grows stronger.

    Toughened Grace
    Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest.

    Titan’s Will
    Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from 1d4 to 1d10, and your walking speed increases by 20 feet.

    While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking 2d6 thunder damage per level of the spell slot you expected and getting pushed 10 feet away from you on a failed save, or taking half damage and not getting pushed on a successful one.

    Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level).

    Ancient Colossus
    Starting at 18th level, you have advantage on Strength checks and saving throws while your Titan Manifestation is active.

    In addition, when you cast a primordial spell available to you through your Titan Manifestation feature, the spell is cast at a minimum of 3rd level, even if you only used a 1st or 2nd level spell slot to cast it. If you spend a sorcery point to increase the level of the primordial spell that was cast using a spell slot of 1st or 2nd level, treat the spell’s effects as if you had used a 4th level slot.

    You can also unleash the full strength of the magic you draw from the Titans. When you cast a spell that deals damage to one or more targets while your Titan Manifestation feature is active, you can choose to deal maximum damage instead of rolling dice. You must declare you are using this benefit before you cast the spell. Your Titan Manifestation feature ends immediately after the spell is resolved.

    Source: MCDM / Arcadia #1

  • Your patron is a dragon, a creature of equal majesty and dread who has seen the rise and fall of empires. In the years since the Wyrmrage, the line between good and evil dragons has blurred - their survival has become more important than who comes out on top. Some dragons have become active participants on the world stage, while others have permanently withdrawn to their lairs. Meanwhile, the Bleed has gradually empowered the remaining dragons, allowing them to create pacts with mortals.

    Whether your patron is a recluse or a public player, you are their eyes and ears, their protector and agent. And, of course, what better way to serve a dragon than to grow its hoard?

    Hoard Mandate

    • Black. Relics of fallen empires.

    • Blue. Sapphires and other gems.

    • Brass. Sentient Items.

    • Bronze. Relics of war.

    • Copper. Metals and precious stones.

    • Gold. Pearls, literature, arcane knowledge, information.

    • Green. Powerful servants and subordinates.

    • Red. The wealth of its enemies.

    • Silver. Remnants of humanoid history.

    • White. Trophies of the hunt.

    Expanded Spell List

    • 1st. Absorb elements, command

    • 2nd. Dragon’s breath, alter self

    • 3rd. Elemental weapon, wind wall

    • 4th. Elemental bane, locate creature

    • 5th. Control winds, legend lore

    Might of the Maw
    Starting at 1st level, your patron teaches you how to make a spell become a part of you. Choose one warlock spell you know with a casting time of one action or bonus action. It gains the following benefits:

    • You can cast this spell as if it only had verbal components, although you must still provide material components with a gold cost.

    • After casting this spell, once on your turn during the next minute you can cast it again without using a spell slot. You must complete a long rest before you can do this again.

    • When you cast this spell, you can choose one target of the spell, or a creature within 30 feet of you. That creature must succeed on a Wisdom saving throw (against your spell save DC) or become frightened of you until the end of your next turn.

    Each time you gain a warlock level, you can choose to switch these benefits to a different warlock spell that you know of 5th level or lower.

    Scales Ascending
    Staring at 6th level, when a creature hits you with a melee attack, you are use your reaction to fly 30 feet without provoking opportunity attacks. When you fly this way, gas or vapor within 5 feet of you is dispersed, and candles, torches, and similar unprotected flames are extinguished. Until the end of your next turn, you have a flying speed of 30 feet. Once you have used this feature, you can’t do so again until you have completed a short or long rest.

    Tempered By Terror
    Beginning at 10th level, you are immune to being frightened, you have advantage on saving throws of spells cast by creatures that are frightened, and you have advantage on attack rolls against creatures that are frightened.

    Hidden Hoard
    Starting at 14th level, you gain access to a lair of your own. As an action, you can touch a solid surface and create an opening no more than 10 feet in any dimension. The opening leads to an extradimensional space of your own design that is no more than 100 feet in each dimension, constructed of wood, stone, and similar materials. The opening lasts until you use your action to create a new opening, at which point the old one immediately vanishes. Objects created by this feature disappear if removed from the lair. After creating an opening to your lair, you must complete a long rest before you can do so again.

    Source: Hoard of Heroes

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    Additional Eldritch Invocations

    Dismay the Daunted
    Prerequisite: The Dragon patron, Pact of the Blade Feature

    When you attack a frightened creature with a weapon on your turn, you can immediately make one weapon against against it as a bonus action.

    For the Hoard
    Prerequisite: The Dragon patron

    You can cast identify at will, without expending a spell slot or material components. Your patron gains the knowledge of whatever item you identify with this spell. Additionally, you can accurately estimate the value in gold pieces of any item you can see that fits within a 10 foot cube.

    Legendary Ledger
    Prerequisite: The Dragon patron, Pact of the Tome feature

    Your Book of Shadows gains a binding of dragon scales, becoming immune to all damage, and it can only be destroyed by a wish spell. Additionally, as an action you can write into your Book the name of an item which you have held or worn in the last minute. While you are on the same plane of existence as that item, your Book keeps a precise record of its location, and the identity of any creature you have met that is wearing or carrying it.

    Shifting Storage
    Prerequisite: The Dragon patron, 9th level

    You can cast Leomund’s secret chest once using a warlock spell slot without needing material components. You can’t do so again until you finish a long rest.

  • Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.

    The secrets of hemocraft and other forms of blood magic are the sole purview of the Blood Sects, though in recent years those secrets have started to escape into less scrupulous hands.

    Within the Sects, blood mages gather and record arcane lore and expand the Sects knowledge of demons and their weaknesses. While largely focused inward, they are also frighteningly effective on the battlefield.

    DM’s Note: The same question I ask blood clerics and blood hunters - why are you here and not with your Sect?

    Blood Channeling
    When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.

    In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). This damage can’t be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.

    Sanguine Burst
    Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you’ve cast of 1st level or higher, you can choose to take necrotic damage equal to the spell’s level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can’t be reduced in any way, and you must use the new rolls.

    Bond of Mutual Suffering
    At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.

    This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again.

    At 14th level, you can use this feature twice between rests.

    Glyph of Hemorrhaging
    Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature’s turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success.

    This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can’t use it again until you finish a short or long rest.

    Thicker than Water
    Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.

    In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Source: Critical Role / Tal’Dorei Reborn

  • Although the name was intended to be an insult for those who do not follow a specific school of magic, the broad skillset of a hedge mage has turned that insult on its head. Hedge mages use their wits and think on their feet better than any school-taught wizard. They have greater flexibility, and a keen understanding of how theory becomes practice.

    Nothing to Waste
    Beginning when you select this school at 2nd level, you no longer destroy a spell scroll when you successfully copy it into your spellbook. You also have advantage on ability checks made to use spell scrolls of a level higher than you can cast.

    Student’s Eye
    Also at 2nd level, you have applied yourself to learning magic in all its forms. You gain proficiency in the Arcana skill if you don’t already have it, and your proficiency is doubled for any check you make with it. Additionally, when a creature you can see and hear within 60 feet of you begins to cast a spell, you can use your reaction to gain knowledge of one of the following:

    • Its spellcasting ability

    • its spell save DC and spell attack bonus

    • The spell it is casting

    • Its spellcasting level (if any)

    Fast Reader
    Starting at 6th level, as a bonus action on your turn you can quickly read through one of the spells in your spellbook. Until the end of your next turn, you can cast that spell even if you don’t have it prepared. Once you have used this feature, you can’t use it again until you finish a short or long rest.

    Efficient Casting
    Beginning at 10th level, you learn to recuperate your wasted magical energies. As a reaction, when you cast a spell that targets creature hostile to you and all targets succeed on the initial saving throw, you can regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. Once you have used this feature, you can’t use it again until you finish a short or long rest.

    Spell Mimic
    At 14th level, when you use your Student’s Eye to gain knowledge of a spell a hostile creature is casting and that spell is on the wizard spell list, as part of that reaction you can immediately cast that spell, providing it is of a level you can cast and has a casting time of one action or bonus action. Casting a spell this way expends a spell slot as normal, but can only be cast at its lowest level.

    Source: Hoard of Heroes