Subclasses by The Dozen

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Subclasses by the Dozen

This collection of homebrewed subclasses includes:


− Barbarian: Path of the Night Raider
− Bard: College of Ventriloquism
− Cleric: Travel Domain
− Druid: Circle of the Hive
− Fighter: Scoundrel
− Monk: Way of the Meteor
− Paladin: Oath of Preservation
− Ranger: Marshal
− Rogue: Surgeon
− Sorcerer: Aberrant Entity
− Warlock: Pact of the Formless
− Wizard: Chronomancer

by Tim Van Rillaer

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Path of the Night Raider
Barbarian Subclass
Some barbarian cultures revere the Shadow Incarnate
darkness and learn how to use it to their
At 14th level, each time the relentless rage ability is
advantage. these people might be
triggered, and you succeed at the saving throw,
nocturnal, live in the shadow of endless magical darkness spreads from you in a 15-foot
forests or they are denizens of the radius sphere. A creature with Darkvision can't see
underdark. Warriors of these tribes are through this darkness, and nonmagical light can't
not only used to the darkness, they use it illuminate it. You however, can see in this magical
to their advantage. their bodies and darkness. The darkness dissipates after one minute.
weapons coated in black paints, giving
them a ghoulish appearance. Most of
them also use face paint when they are
raiding civilised settlements, inspiring
great fear into those who are awoken by
such a shadowy, hellish and silent
attacker. Night raiders are superior at
skulking their opponents, surprising them
and shredding them to pieces before they
can organise themselves.

Skulking Warrior
At 3rd level, you gain expertise on stealth checks
when you use the hide action in an area that is at
least lightly obscured.

Bonus Proficiencies
When you choose this path at 3rd level, you gain
proficiency in the Stealth skill.

Ghoulish Presence
At 6th level, while you are raging you look like a
hideous ghoulish creature. The last humanoid
creature you hit with a melee attack has
disadvantage on any attacks rolls it makes against
targets other than you.

Perfect Timing
At 10th level, you learn how to perfectly time your
attacks. When you attack a surprised creature and
score a hit, you can treat it as a critical hit.
College of Ventriloquism
Bard Subclass
Bards of the college of ventriloquism are Furthermore, you can also expend a Bardic
Inspiration die to impose disadvantage on a
known by all, loved by many and hated by creature’s saving throw against your enchantment
some. The latter group is mostly irked by spells.
satiric performances of the person in
question. Another slight inconvenience to Speak from the Stomach
this group is that the ability to throw one’s At 14th level, even magic cannot contain the
voice makes the ventriloquists chatter throwing of your voice. You will always be able to
hard to muffle, even with their own sock fulfil the verbal component of a spell; even when
under the influence of the silence spell.
puppet stuffed in their mouths. Furthermore, you have perfected the art of
mockery and can cast vicious mockery as a bonus
Experts at mimicking voices and action from now on.
improvising characters on the spot, the
ventriloquist might often be mistaken for
the village fool. Nevertheless, some of
them conduct more serious performances
and they can even tap into the magic that
follows their charismatic performances.
Bonus Proficiencies
When you join the College of Ventriloquism at 3rd
level, you gain the ventriloquism and puppeteering
proficiencies.

No Strings Attached
At 3rd level, you learn to thwart your enemies by
throwing your voice. When you are dealing damage
with a cantrip, you can expend one of your uses of
Bardic Inspiration, rolling a Bardic Inspiration die Ventriloquism: Gagging, or otherwise obstructing
and adding the number rolled to your damage as your mouth does not refrain you from talking or
psychic damage. casting spells with a verbal component.
Puppeteering: The following table details which
Puppet Master kinds of puppets you can make during a long rest and
at what cost. You can convert any of these puppets to
At 6th level, others are enthralled by your
a spellfocus at the cost of an additional 2 gp.
performance like puppets on a string. Whether you
use this power to aid your allies, fool your enemies
or just pull some pranks is up to you. You can use
the countercharm feature as a bonus action at the Type of puppet Material cost
cost of a Bardic Inspiration die. Sockpuppet, fingerpuppet 1 cp
Rod puppet, glove puppet 4 sp
Marionette, dummy 2 gp
Automaton, clockwork 5 gp
puppet
Travel Domain
Cleric Subclass
The gods of travel are patrons to those Fast Paced
who seek a better place to live or simply
Starting at 1st level, your movement speed is
want to broaden their horizons. These
increased by 10 feet. While you are concentrating
gods teach that it is unwise to travel on a spell targeting an allied creature, its movement
unprepared and bless their followers with speed is also increased by 10 feet.
safehavens in the form of inns, caves,
hollowed out trees and the likes. Travel Channel Divinity: Safe Travels
does not only limit itself to the material
Starting at 2nd level you can use your channel
plane either, for there are many divinity to allow you and your companions to
wonderful locations to be discovered travel safely for a short period. When using this
along the multiverse. followers of these feature, you gain the following benefits for two
deities take great pleasure in discovering hours;
new places and faces and thus make for ▪ Allies within 30 feet of you are not
great guides, adventurers or traveling hindered by difficult terrain.
merchants. Deitiesof this domain includ: ▪ Anyone within a dome with a radius of 30
Tymora, Selûne, Waukeen, Baervan feet is not affected by normal weather
Wildwanderer, Ganesha, Hermes and effects. Effects caused by magic (or
many more. extraplanar weather) can perforate the
dome.
▪ When you are ambushed, you are not
Domain spells surprised as long as you can see or hear.

You gain domain spells at the cleric levels listed in Starting at level 14, the dome also protects you
the Grave Domain Spells table. See the Divine from extraplanar weather and the effects of
Domain class feature for how domain spells work. magical weather caused by spells of level 3 or less.

Level Spell Traveling Companion


1st Comprehend Languages, Longstrider
3rd Find Steed, Spider Climb Starting at 6th level, your spells make traveling
5th Fly, Haste easier for you and friends you make along the way.
7th Dimension Door, Guardian of Nature When targeting one allied creature or more with a
9th Contact Other Plane, Far Step concentration spell, you can choose to use this
feature to target yourself on top. You can use this
feature once per long rest.
Bonus Proficiencies
See You on the Other Side
When you choose this domain at 1st level, you gain
proficiency with land vehicles (mounts). If you At 8th level, when an ally within 60 feet is reduced
already have this proficiency, it becomes an to 0 hitpoints, you can use your reaction to switch
expertise (add double your proficiency bonus to places with this ally. You can use this feature a
ability checks of this kind). number of times equal to your Wisdom modifier
(minimum of once). You regain all uses on a long
rest.
Final Destination
Starting at 17th level, you have prepared for your
final voyage, but you are not willing to make it just
yet. When you are reduced to 0 hit points and you
are concentrating on a spell, you make a
concentration check. If it succeeds, you anticipated
the final blow and instead you are reduced to 1 hit
point.
Circle of the Hive
Druid Subclass
▪ you can add your druid level to the hit
Druids from the circle of the hive believe
points total of the swarm.
that every living being is linked in a system
▪ you retain your Strength, Dexterity and
and has their own place in it. it is the task Constitution scores
of the druid to remind people, animals ▪ your AC is 11 + your Dexterity modifier
and spirits of their respective ▪ you gain Multiattack. The Swarm of
responsabilities and roles in the world. Insects makes two Bites attacks. And your
They are often the connecting point to hit bonus is now equal to your
between different communities. They proficiency bonus + your Dexterity
know how to engage these different modifier.
groups and if needed will use this to
quench evildoers or drive back evil forces. Hivemind
Like an insect queen to her colony, the
Starting at 10th level, you can forge a telepathic
hive druid inspires teamwork, link among up to eight willing creatures of your
communication for the greater good of choice within 30 feet of you during a long rest.
all. Creatures with Intelligence scores of 2 or less
aren’t affected by this trait. When you do so, you
can communicate telepathically with the others
Strength in Unity trough the bond whether you have a common
language or not. On top of that, the creatures you
Starting at 2nd level, you find that the many hands have bonded with have advantage on melee attacks
make light work: against creatures within 5 feet of you.

▪ When you hit a target with a weapon Long Live the King
attack, you add the number of other allies
within 5 feet of the target to the damage of Starting at 14th level, every time you revert to your
your attack, up to a limit of 3 damage. normal form you can choose to activate the effect
▪ When you use the aid action to help an ally of the 5th level Insect Plague spell as a reaction
with an ability check, you can add your without expending any spell slots. When you’ve
used your bonus action to revert to your normal
proficiency bonus to the roll instead of form, you also gain the benefits of the disengage
rolling with advantage. This effect cannot action.
be combined with the Guidance cantrip.

Swarm Intelligence
Starting at 6th level you gain an understanding of the
mind of many and can communicate with swarms
of beasts with pheromones, movement and the
likes. Swarms of beasts count as beasts for the
purpose of your wildshape ability and the conjure
animals spell.

When you wildshape into a swarm of insects, you


gain the following additional benefits in this form:
Scoundrel
Fighter Subclass
You have learned to do what it takes to damage or not; the creature now has disadvantage
win a fight. The techniques you have to hit any creature other than you, until it has
successfully dealt damage to you.
mastered may seem unsportsmanlike, but Headbutt: Make an unarmed strike attack against a
at least you’ll live to fight another day! creature grappling you. If it hits, you are freed from
their grapple.
The scoundrel can turn almost anything Pull the Hair/Ears/Tentacles: Make a grapple
into a weapon and uses his surroundings check, on a success you can use a bonus action to
to his advantage. Honour won’t pay the make an unarmed strike against the grappled
bills or win you a fight for that matter. creature. If at the start of your turn the creature is
still grappled, you can repeat this bonus action.
Tavern Brawler Throat Jab: Make a melee attack roll, on a hit your
target cannot speak until the end of its next turn,
You have learned to stand your ground drunken preventing it from doing things like casting verbal
brawl. At 3rd level you gain proficiency with component spells or calling in reinforcements.
improvised weapons and the following benefits: Knock Knock: Make an unarmed strike against a
creature wearing a shield. On a hit you kick the
• You can roll a d4 in place of your unarmed strike. shield against the creature’s face, lowering its AC by
This dice changes to a d6 at level 10. 2 until the start of its next turn.
Aim for the Fingers: Make an attack roll. On a hit,
• You can roll a d6 for the damage of your
improvised weapon attack. This dice changes to a instead of dealing damage you can choose one item
d8 at level 10. of your choice the target is holding and force it to
drop it.
Fight Dirty
At 3th level you have learned a few dirty tricks to
Curse Like a Sailor
use in combat, choose 2 techniques you have At 7th level you have learned to imbue your hits
mastered from the list down below. You can use with ancient curses. Attacks made with your
one of your attacks per turn to use one these dirty improvised weapons deal magic damage for the
tricks. After you have used a technique on a certain purpose of overcoming resistance and immunity to
enemy, the creature will remember your disgraceful non-magical attacks.
strike and the same technique will not work on that
specific enemy for the next 24 hours. You learn Share the Pain
one additional technique at 7th, 10th, 15th and 18th
level. At 10th level, when a medium or smaller creature
misses you with a melee attack, you can use your
Kick the Dirt / Eye gauge: Make an unarmed reaction to force it to deal damage to another
strike attack. If it hits your target the target is creature within 5 feet of you instead.
blinded until the end of its next turn.
Under the Belt: Make a melee attack roll against a
humanoid creature. If it hits your target; instead of
taking damage, the target is stunned until the start
of its next turn.
Insult to Injury: Make an attack roll against a
creature that can understand you and insult it while
you do. Whether you hit the creature and deal
Legendary Distraction
At 15th level, you have achieved a legendary level
of faul play. You gain one legendary distraction.
You can use this at the end of another creature’s
turn to execute any dirty fighting technique,
whether you have learned it or not. You regain the
legendary distraction after a short or long rest.

Playing Possum

At 18th level you will go as far as faking your own


defeat to ensure victory in a fight. When you are
hit by an attack, you can use your reaction to fall
prone. In this state, creatures must use an action to
make an investigation check contested by
performance check from your side to realise you
aren’t unconscious. On your next turn and while
you are still prone, the first attack you make against
a creature that is unaware of your play is
automatically a critical hit and deals an added 4d6
weapon damage. You can only use this feature
once per short rest.
Way of the Meteor
Monk Subclass
You are trained in the use of chain creature is also restrained until the end of your next
turn. On your turn you can use an action to make a
weapons, for example the meteor contested Strength (Athletics) check against the
hammer. You have an incredible control creature. On a success the creature remains
over the swings of your chain weapon, restrained until the end of your next turn. The
creature can also use its action to attempt a DC 20
making you an unpredictable opponent. Strength check to free itself. You can only have
Wherever you go, you are sure to amaze one such creature restrained at a time in this way.
people with the kind of impact you
make. Storm from Above
Bonus Proficiencies At 11th level, you can deal devastating blows with
vertical strikes from your chain weapon. When you
When you choose this tradition at 3rd level, you hit a creature with your chain weapon, you can
gain proficiency with flails and chain weapons expend 2 ki points to deal an additional martial art
(including the meteor hammer) and these count as die of damage and your target must succeed on a
monk weapons for you. Strength saving throw or be knocked prone. This
feature can only be used once per turn.
Whirlwind of Chains
Meteor Shower
At 3rd level, you can expend 1 Ki point and use
your action to whirl your chain weapon around you At 17th level, when a creature misses you with a
in a 5-foot cube for one minute or until your melee attack, you can use your reaction to make a
concentration is broken. Using other abilities that chain weapon attack against the creature. On a hit,
cost Ki-points breaks your concentration on the
the creature has disadvantage on attack rolls made
whirlwind. When a creature enters the whirlwind’s
area for the first time on a turn or starts its turn against you until the start of its next turn.
there, it gets barraged by your chain weapon. You
must make an attack roll against any such creature, Chain weapons: Chain weapons are made by
dealing damage as normal on a hit. While attaching one or more heavy objects to a chain.
channelling this whirlwind your movement speed is Usually they deal bludgeoning damage, but the
halved. appendages can also be sickles and the likes causing
the weapon to deal slashing damage instead. When
Advanced Techniques your chain weapon is of the double headed variant,
you can attack with one side with your main hand
At 6th level, you have learned to use the chains as and the other with your offhand as a bonus action.
an extension of your body and mind. Allowing you
to channel your ki into your strikes and granting Cost Damage Weight Properties
the following benefits: 15 gp 1d6 bludgeoning 6 lb. Finesse
Magic Chain Weapons: Your attacks with chain
weapons count as magical for the purpose of
overcoming resistance and immunity to
nonmagical attacks and damage.

Throw and grab: You can spend 1 ki point to


make a ranged attack with your chain weapon of
up to 10 feet against a creature that is Large or
smaller. On a hit, on top of the damage dealt the
Oath of Preservation
Paladin Subclass
Paladins under the oath of preservation Aura of Enlightenment
believe that magical knowledge and
Starting at 7th level, whenever you or a friendly
artefacts must be preserved in sacred and
creature within 10 feet of you must make an
most of all protected places. Dangerous Intelligence or Wisdom check or saving throw, the
spells and items should be kept from the creature gains a bonus to the check or saving
common rabble who would misuse them throw equal to your Charisma modifier (with a
otherwise. it is in your hands to find these minimum bonus of +1). You must be conscious to
secrets and artefacts and preserve them. grant this bonus. At 18th level, the range of this
With great power comes great aura increases to 30 feet.
responsibility. Sacred Polyglot
Starting at 15th level, you are always under the
Oath Spells
effect of a Comprehend Languages spell. In
You gain oath spells at the paladin levels listed. addition, it only takes you half a minute to read
one page of text.
Level Spell
3rd Illusory script, Detect Magic Seeker of Truth
5th Arcane Lock, Arcanist’s Magic Aura
9th Magic Circle, Spirit Guardians At 20th level, you become an avatar of
13th Faithful Hound, Banishment enlightenment, which gives you two benefits:
17th Legend Lore, Modify Memory
- You can cast counterspell (level 3) at will a
number of times equal to your charisma
modifier. You regain all uses after a long
Channel divinity rest. You use your charisma as spellcasting
modifier.
When you take this oath at level 3, you gain the
- You gain truesight (120 feet)
following two channel divinity options:
Catalogue of Relics
As an action, you can target a magic item or spell
scroll that you can see within 30 feet and gain the
effects of the identify spell as though you had just
cast it on the item.
Preserve Magic
You can use this feature as your reaction when one
of your allies casts a spell that requires a saving
throw. When you do this, you try to amplify their
spell with your righteous might forcing the targets
of the spell to make their save with disadvantage. If
the spell targets more than one creature, you
impose disadvantage on a group of creatures
whose combined CR is equal to or less than half
your level.
Marshal
Ranger Subclass
Marshals are there to enforce the peace in Dead or Alive
small settlements expanding into the
At 3rd level, you are trained at apprehending
wilderness. They are most often hunting
criminals, incapacitating them and bringing them
down lawbreakers of any magnitude. to justice. When reducing a humanoid creature to 0
Some of them catch murderers and hit points with a ranged attack, you can choose to
thieves for the sense of justice, while knock it unconscious instead as you have learned
others are just in it for the gold that they not to shoot the vital parts of your bounty.
earn bringing in these criminals. You also gain proficiency with land vehicles
(mounts) to get your quarry home. If you already
Arm of the Law were proficient with mounts, you now have
expertise.
Starting at 3rd level, you learn an additional spell Furthermore, after a long rest you can choose a
when you reach certain levels in this class, as specific quarry. You need the creature’s name and
shown in the table. The spell counts as a ranger a description of its appearance. Until your next
spell for you, but it doesn’t count against the long rest, you can target this quarry with hunter’s
number of ranger spells you know. mark without expending a spell slot.
Level Spell
3rd Guiding Bolt
Spur of the moment
5th Rope Trick
Starting at 7th level, you gain a morale boost when
9th Phantom Steed
your opponents don’t hit you. When an enemy
13th Resilient Sphere
misses you with an attack roll, gain temporary hit
17th Dominate Person
points equal to your wisdom modifier.

Lone Wanderer High Noon


Starting at 3rd level, your time patrolling the Starting at 11th level, you can go into a bolt-frenzy.
borders of civilisation catching cutthroats and petty When you hit someone with a ranged attack, you
thieves has given you time to practise your aim. can make another ranged attack. If that attack hits
You gain the Crossbow Expert feat if you don’t you can make another attack and so forth until you
have it already. If you do, you can choose another miss, or you are out of crossbow bolts. You can
feat for free. use this feature once per long rest.

Crossbow Expert I am the Law


Thanks to extensive practice with the crossbow,
you gain the following benefits: At 15th level, once you lock eyes with your quarry,
you will not surrender. When you can see your
▪ You ignore the loading quality of crossbows quarry, you are immune to the frightened
with which you are proficient. condition.
▪ Being within 5 feet of a hostile creature
doesn’t impose disadvantage on your ranged When you drop to 0 hit points while you can see
attack rolls. your quarry, you don’t fall unconscious. Instead
you take your turns as normal, but you do keep
▪ When you use the Attack action and attack
track of your death saving throws at the start of
with a one-handed weapon, you can use a your turn. If you get three successes, you regain 1
bonus action to attack with a hand crossbow hit point. If you accumulate three failures, you
you are holding. collapse dead on the floor.
Surgeon
Rogue Subclass
You have studied the physiology of the There is a Doctor in the House
body excessively. You know both how to
heal and to harm effectively. Your skills At 13th level, your medical expertise and quick
reflexes allow you to save gravely injured people.
are a great asset to any organisation,
You can use the level 6 heal spell once per long
criminal or otherwise. rest.

Ideally a surgeon is not only skilled with Surgeon of Death


their hands, but also with their mind.
Assessing the situation and acting Beginning at 17th level, your medical knowledge
accordingly can save lives in many cases. allows you to hit the enemy where it hurts. You
can choose two extra humanoid races for your
physiology expert feature. Your sneak attack
Demand and Supply damage to targets affected by this feature increases
by 3d6.
Starting at 3rd level during a short or a long rest
you can procure an amount of medical supplies
equal to half your Intelligence modifier rounded
down, with a minimum of 1. You declare which
supplies you prepare before the rest and unused
supplies are discarded at this moment as well. You
can use the supplies as an action and use your
Dexterity as spellcasting ability if applicable. These
medical supplies include:

• Anaesthetic shot: use to cast a 1st level sleep spell

• Trauma kit: use to cast a 1st level cure wounds


spell

• Antitoxin: use to cast a 2nd level lesser


restoration or a 2nd level protection from poison.
(available from level 7 on.)

The level of the spells increases to 2nd level at


level 7, 3rd level at level 13 and 4th level at level
19.

Physiology Expert
At 9th level, you have acquired a broad
understanding of bodily functions of creatures of
your race and another humanoid race of your
choice. You have advantage on attack rolls made
against creatures of these races. On top of that,
you can cast the detect poison and disease spell at
will, but it will only detect poisons and or diseases
currently afflicting humanoid creatures.
Aberrant Entity
Sorcerer Subclass
itself on a success. After using this feature, you
Your source of magic is foreign to this
make the same Intelligence saving throw. On a
world and hard to grasp. Maybe the power failure, you roll on the Short-Term madness table
within you comes from experiments as your mind is damaged from the blast.
performed on your ancestors by illithids
When you reach level 10 in this class, you expend
in the times of yonder, you were dreamt more sorcery points to increase the damage dealt
up by a beholder or some ancient alien by this feature by 1d8 per extra 2 sorcery points
force has gifted you with these powers for you have expended.
its entertainment. Whatever is the case,
the more you find out about the source of We All Float Here
your powers the less sense the world Starting at 14th level you learn to the levitate and
detect thoughts spells, which don’t count against
seems to make and the more different you your number of sorcerer spells known. In addition,
feel than those around you. Others seem you can cast them by spending 2 sorcery points or
to be able to pick up on your strangeness, expending a spell slot.
the look in your eyes, the way you answer
to questions nobody asked aloud and even Mindfeeder
the way you talk and walk seems aloof to
At 18th level, you can feast on the thoughts of
them. Most people fear or hate sorcerers others. When a creature is charmed by you, it takes
with this aberrant power, so often they 3d8 psychic damage at the end of its turn. You
must flee from town to town. The restore hitpoints equal to the amount of damage
Aberrant Entity might find a kindred dealt to the creature.
spirit if it looks far and wide enough and
if he does, they are often aberration
themselves.

Advanced Telepathy
At 1st level you gain telepathy up to a 60 feet range.
Additionally, you can also perceive the content of
any telepathic communication used within a radius
of 60 feet of yourself.

Maddening Mind
Starting at 6th level you have learned how to
amplify and broadcast your alien mind to harm
others. As an action you can expend 3 sorcery
points to magically emit psychic energy in a 60-foot
cone. Each creature in that area must succeed on
an Intelligence saving throw against your
spellcasting DC or take 3d8 + your charisma
modifier psychic damage and be stunned for 1
minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on
The Formless
Warlock Subclass
You draw your powers from a formless, And Then There Were Two
shapeless entity. This entity could be a
Starting at 6th level, you have learned the secret to
powerful sentient ooze or Jubilex himself splitting yourself from your formless patron. As an
or perhaps even a starspawn. The pact action, you can spend half your maximum
you’ve made with this strange being hitpoints and a copy of yourself will appear in an
allows you to change your form. unoccupied space within 5 feet of you. Your hit
points maximum is reduced by half until this copy
Connection with such a weird and cold of you has its hitpoints reduced to 0. If no such
entity will change not only your body but space is available, you cannot split.
also your mind over time. Your texture
will become slimy and you will start The copy of yourself has half your maximum
drooling with a mindless gaze in your hitpoints and acts on your initiative. It has only an
action, no bonus action or reaction. It cannot cast
eyes. spells but can cast cantrips. If you are reduced to 0
hitpoints, your consciousness will transfer to the
clone if it is within 200 feet of you. If it is not, you
Expanded Spell List are knocked unconscious as normal.
The formless lets you choose from an expanded If the copy is out of 200 feet from you for over a
list of spells when you learn a warlock spell. The week, it will grow its own consciousness and start
following spells are added to the warlock spell list to plot to replace you. If it succeeds or you are
for you. killed further than 200 feet from your clone, it will
Spell Level Spells regain your max hit points and replace your former
1st Disguise Self, Grease character with a different personality and vague
2nd Enlarge/Reduce, Detect Thoughts memories of its life before the split.
3rd Meld into Stone, Stinking Cloud
4th Stoneskin, Polymorph
Formless, Shapeless, Mindless
At 10th level, your endeavours into the knowledge
5th Seeming, Cloudkill
of your patron have left you a husk of your former
self. Through forbidden texts and rituals, you have
Bonus Cantrips gained the following benefits:
▪ Your mind has been hollowed, you and
At 1st level, you learn the acid splash and
your copy are immune to psychic damage;
resistance cantrips. They count as warlock cantrips
but cannot succeed on History, Nature,
for you, but they don’t count against your number
Medicine, Animal Handling or Religion
of cantrips known.
checks.
Slippery Slope ▪ You can use an action to consume your
copy, regaining half its remaining hit points.
At 1st level, you have a certain control over the ▪ You and your copy have advantage against
poisons and acids you wield. Whenever you deal being grappled or restrained.
poison or acid damage, you can add your charisma
modifier to this damage. The copy you gain at level Ever Changing
6 does not benefit from this feature. At 14th level, you have imbued yourself with
enchantments that adapt your body to your
surroundings. You can innately cast the Absorb
Elements spell at first level. When you are resistant
to a type of damage in this way, so is your copy.
Eldritch Invocations:

Nebulous Force
Prerequisite: 5th level
You can cast gaseous form once on yourself without
expending a spell slot. You regain the ability to do
so when you finish a long rest.

Shapechanger
Prerequisite: 10th level, the Formless Patron
You get the shapechanger tag, making you immune
to being targeted by the polymorph spell against
your will. You also gain the Change shape action.
Change shape: you magically polymorphs into a
Small or Medium humanoid, or back into your true
form. Your Statistics are the same in each form.
Any Equipment you are wearing or carrying isn't
transformed. You revert to your true form if you
die.

Ooze Enthusiast
Prerequisite: Pact of the Chain feature
When you cast the find familiar spell, you can
choose to let your familiar take the form of a
Raisin Eater.
School of Chronomancy
Wizard Subclass
The school of chronomancy seeks to Temporal Paradox
manipulate time through the practice of
At 14th level, you add the banishment spell to your
magic. All chronomancers know that
spell book if it is not there already.
time is a fickle property and great care
When you cast banishment, you can choose to
needs to be taken when messing with it.
send the target in forward or backward in time
The Moth Theorem explains that even instead. If you choose this option, the following
the smallest alteration to a timeline might rules apply:
have grave consequences. Altering time • If the spell ends before 1 minute has passed, the
itself is thus a risky undertaking target reappears in the space it left or in the nearest

An Old Colleague of Mine unoccupied space if that space is occupied.


Otherwise, the target doesn't return and is stuck in
Beginning when you select this school at 2nd level, time.
you are better at learning spells that have stood the • You can send the creature forward/backward in
test of time. The gold and time you must spend to time for a maximum of years equal to your
copy spells with names of wizards in their title into Intelligence modifier times your Wizard level with
you spell book is halved. a maximum of 200 years and a minimum of 6
seconds.
A Wizard Arrives Precisely When
He Means To Caution: this may cause unforeseen events in your
future, past and present. For optimal use of this
Starting at 2nd level every time initiative is rolled, feature give your DM the time to think of these
you can swap the result of your d20 roll with that consequences.
of another creature. If the creature is not willing to
swap, it can make a Dexterity save against your
spellcasting DC and on a success both creatures
keep their original roll.

Hands of Time
At 6th level, you add the slow spell to your spell
book if it is not there already. When you cast slow,
you can target one additional creature. Also, when
you cast slow your speed is doubled until the start
of your next turn.

Time Skip
Beginning at 10th level, your mastery of time
allows you to predict your enemies’ movements to
an extent. You can disengage as a bonus action
now.

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