Crown of The Oathbreaker, Player Options (Elderbrain)
Crown of The Oathbreaker, Player Options (Elderbrain)
Crown of The Oathbreaker, Player Options (Elderbrain)
ISBN: 978-0-578-35698-3
First Edition, 2022.
SUBCLASSES Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Chaos Wielder. . . . . . . . . . . . . . . . . . . . . . . . 33
Fear Rager . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Dragon Patron. . . . . . . . . . . . . . . . . . . . . . . . 34
Frenzied Mutant . . . . . . . . . . . . . . . . . . . . . . . 5 Witchservant. . . . . . . . . . . . . . . . . . . . . . . . . 35
Spelleater. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Academic Wizard . . . . . . . . . . . . . . . . . . . . . 36
College of Dirge Singers. . . . . . . . . . . . . . . . . . 7 Arcane Sentinel. . . . . . . . . . . . . . . . . . . . . . . 37
High Speaker. . . . . . . . . . . . . . . . . . . . . . . . . . 7 School of Shadow . . . . . . . . . . . . . . . . . . . . . 38
Pretender. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 FEATS
Congregation Domain. . . . . . . . . . . . . . . . . . 9 Adaptive Personality . . . . . . . . . . . . . . . . . . . . 39
Darkness Domain. . . . . . . . . . . . . . . . . . . . . 10 Blessed Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Ooze Domain. . . . . . . . . . . . . . . . . . . . . . . . . 11 Braveheart . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Focused Aim. . . . . . . . . . . . . . . . . . . . . . . . . . 40
Circle of the Bloom. . . . . . . . . . . . . . . . . . . . 13 Gravetouched. . . . . . . . . . . . . . . . . . . . . . . . . 40
Circle of the Savage Blood. . . . . . . . . . . . . . . 14 Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Inheritor of the Unbegotten. . . . . . . . . . . . . 15 Hellfire Channeler. . . . . . . . . . . . . . . . . . . . . . . 41
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Mounted Charger . . . . . . . . . . . . . . . . . . . . . . 41
Commander. . . . . . . . . . . . . . . . . . . . . . . . . . 16 Scourge of the Undead. . . . . . . . . . . . . . . . . . . 41
Mercenary. . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . 42
Royal Guard. . . . . . . . . . . . . . . . . . . . . . . . . . 17 Stern Justicar . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Spell Tattoo. . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Stonefist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Trap Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . 42
Way of the Nine Seals. . . . . . . . . . . . . . . . . . 18
Way of the Tentacle. . . . . . . . . . . . . . . . . . . . 19 SPELLS
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Disable Construct. . . . . . . . . . . . . . . . . . . . . . . 43
Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Fortify Soul. . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Oath of Cleansing . . . . . . . . . . . . . . . . . . . . . 21 Immobilize. . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Oath of Protection. . . . . . . . . . . . . . . . . . . . . 23 Infuse with Entropy. . . . . . . . . . . . . . . . . . . . . 44
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Instant Tent . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Feyfriend. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Lungrot Vapor. . . . . . . . . . . . . . . . . . . . . . . . . 45
Monster Tamer . . . . . . . . . . . . . . . . . . . . . . . 26 Melancholic Melody. . . . . . . . . . . . . . . . . . . . . 46
Siege Beast Master. . . . . . . . . . . . . . . . . . . . . 27 Melt Flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Music of the Spheres . . . . . . . . . . . . . . . . . . . . 46
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Rally. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Spy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Shadowcraft Conjuration. . . . . . . . . . . . . . . . . 47
Umbral Stalker. . . . . . . . . . . . . . . . . . . . . . . . 30 Shadowcraft Evocation. . . . . . . . . . . . . . . . . . . 48
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Shout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Entropist Bloodline . . . . . . . . . . . . . . . . . . . . 30 Steadfast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Lycanthropic Bloodline . . . . . . . . . . . . . . . . . 32 Suffocate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Primordial Energy Savant . . . . . . . . . . . . . . . 33 Wither Limb. . . . . . . . . . . . . . . . . . . . . . . . . . . 49
SUBCLASSES
PL AY ER OPTI ONS
P LAY E R OP T ION S
SUB C LA S SE S
This collection of 36 subclasses features three for Demoralizing Blow. Starting at 3rd level, you can
each base class in the Player’s Handbook. Many are break the ferocity of those whom you attack. As a
woven into notable NPCs and organizations in the bonus action, you can choose a creature that you
Crown of the Oathbreaker adventure, whether they have dealt damage to with a melee weapon dur-
appear on the side of the characters, as neutral ing your turn. If the creature can see or hear you,
players, or as villains. Since many organizations and it must succeed on a Wisdom saving throw (DC
factions are represented, they can offer integrat- equals 8 + your Proficiency Bonus + your Charisma
ed hooks into Crown of the Oathbreaker for the modifier) or have disadvantage on its melee attack
players. Players may choose to follow any of them, rolls against you until the end of your next turn.
even ones leaning towards evil or representing evil
organizations if the DM allows and can implant into Terrifying Onslaught. Starting at 6th level, you
the story without spoiling anything from the ad- can instill fear in the hearts of those you attack. As
venture’s plot. However, all subclasses can be used a bonus action, you can choose a creature that you
in any other adventure as standalone options. have dealt damage to with a melee weapon dur-
ing your turn. If the creature can see or hear you,
it must succeed on a Wisdom saving throw (DC
BARBARIAN equals 8 + your Proficiency Bonus + your Charisma
modifier) or become frightened until the end of
your next turn.
Fear Rager Culling the Weak. Starting at 10th level, you can
take advantage of those who fear you. You gain
Taking advantage of one’s weakness is a crucial advantage on melee attack rolls against frightened
tactic in combat. These barbarians learn how to creatures and your melee weapon attacks score a
instill fear in their enemies and exploit their op- critical hit against them on a roll of 19 or 20.
ponents’ hesitation when facing a raging menace.
The disregard and disdain these barbarians feel for Intimidating Slaughter. Starting at 14th level, the
those who fear them gives them an extra surge of fear in the eyes of your enemies intensifies your
power as if they would feed on the fear they cre- combat prowess. As a bonus action, you can make
ate. Many of the Vordani war tribes use this tactic a melee weapon attack against a frightened crea-
to overcome their foes. ture and your melee weapon attacks score a crit-
4
P L A Y E R O P T IO N S
5
SUBCLASSES
PL AY ER OPTI ONS
your original race. You become immune to critical called Spelleaters by the Vordani tribes, are able to
hits and diseases. Extra eyes give you advantage on withstand spells of all sorts by tensing their muscles
Wisdom (Perception) skill checks that rely on sight, to block magical energies from affecting them phys-
and you gain darkvision to a range of 120 feet. You ically. Some spelleaters can even utilize these ener-
are also considered an aberration type creature for gies to vitalize their bodies and benefit from them
the purposes of determining effects but you other- instead of being harmed by their baleful effects.
wise retain your original creature type.
Raging Defiance. Starting at 3rd level, you can shake
off and overcome magical effects with ease. While
raging, you have advantage on saving throws against
spells and magical effects.
Spelleater
6
P L A Y E R O P T IO N S
7
SUBCLASSES
PL AY ER OPTI ONS
Commanding Voice. Starting at 3rd level, you ing techniques of make-believe. A Pretender
learn how to force your will on other crea- is a bard who uses talents with words and
tures by the sheer force of your voice. As a bo- swords to fool everyone. They are always at
nus action, you can expend one use of your home in social situ-
Bardic Inspiration to cast the command ations where they
spell without expending a spell slot can draw attention
or material components. The com- to themselves and
mand spell is added to the bard manipulate people’s choic-
spell list when you learn more es and viewpoints according
bard spells of your choice. to their will. They also excel in
com-bat, where they utilize
Universal Language. Starting the same tactics of distrac-
at 6th level, you become able tion and feint, which they
to converse with anyone also use when speaking.
alive or dead. You are con-
stantly under the effect of Battle Feint. Starting at 3rd level, you
a tongues spell and you can fool your enemies with your sud-
can cast the speak with den swordplay and movement, placing
dead, speak with animals, them in a precarious combat situa-
speak with plants spells each tion. As a bonus action, you can ex-
a number of times per day equal pend one use of your Bardic Inspira-
to your Charisma modifier (mini- tion on your turn to feint, choosing
mum of once) without using spell one creature within 5 feet of you
slots or material components. Your as your target. Your target must
spells that require your target to succeed on a Wisdom (Insight)
hear you can affect any creature skill check against your Charisma
type that has an Intelligence abili- (Deception) skill check. If you
ty score of 3 or higher even if that win the contest, you have ad-
creature is immune to being vantage on your melee attack
charmed or frightened. rolls against that creature and
the creature has disadvantage
Word of Creation. Starting at on attack rolls until the start
14th level, you learn to voice the of your next turn.
word that shaped the world.
As a bonus action, you can cast Captivating Monologue. Start-
the divine word spell without using a spell slot ing at 3rd level, if you speak to an audi-
or material components. Once you use this feature, ence for at least 1 minute, you can attempt to capti-
you can’t use it again until you finish a long rest. vate them with your style and colorful phrases. At the
end of the performance, choose a number of human-
oids within 60 feet of you who watched and listened
Pretender to all of it, up to a number equal to your Charisma
modifier (minimum of one). Each target must succeed
Not every bard in Aglarion is trained in the Col- on a Wisdom saving throw against your spell save DC
lege of Minstrels. Some of them learn their trade on or be charmed by you. While charmed in this way, the
the streets by picking up survival techniques that target has disadvantage on all Wisdom (Insight) skill
allow them to manipulate their enemies by utiliz- checks against you. This effect ends on the target after
8
P L A Y E R O P T IO N S
1 hour, if it takes any damage, if you attack it, or if it Congregation Domain Spells
witnesses you attacking or damaging any of its allies.
Cleric Level Spells
If a target succeeds on its saving throw, the target has
no hint that you tried to charm it. Once you use this bless, protection from
1st
feature, you can’t use it again until you finish a short evil and good
or long rest. 3rd aid, calm emotions
beacon of hope, mass
Elusive Target. Starting at 6th level, you can avoid 5th
healing word
the melee attacks of your enemies with an unex-
compulsion, private
pected move. As a reaction, you can expend one use 7th
sanctum
of your Bardic Inspiration to negate a melee attack
that would otherwise hit you. mass cure wounds,
9th
telepathic bond
The Great Pretender. Starting at 14th level, you can
pretend to be someone else by projecting a visage of Bonus Cantrip. When you choose this domain at 1st
your pure imagination, while you remain invisible. level, you gain the guidance cantrip, which doesn’t
As an action, you can expend one use of your Bardic count against the number of cleric cantrips you
Inspiration to cast mislead without using a spell slot know.
or material components.
Communal Prayers. Starting at 1st level, you can
make your spells more potent if others cast the
CLERIC same spell as you. When another friendly creature
casts the same spell in the same round as you, but
before your spell takes effect, creatures targeted
by your spell have disadvantage on saving throws
Congregation Domain against your spell.
Shepherds of their flocks and great orators, these Bonus Proficiency. Starting at 1st level, you become
clerics can heighten the potency of their prayers proficient in the Persuasion skill.
when others of their faith reinforce them. The con-
gregation’s strength is in numbers, and clerics who Channel Divinity: Mass Aid. Starting at 2nd level, you
follow this domain almost never serve alone and can use your Channel Divinity to bolster your allies
are almost always found in at least pairs. Priests with toughness and resolve. As an action, you pres-
of the congregation can favor war or competence ent your holy symbol and evoke healing energy that
over battle might, but all are dedicated to leading increases the hit point maximums and current hit
large groups of worshippers, sharing their faith, points by your proficiency bonus x 5 for eight hours
and lending a hand to their co-religionists. for all creatures you choose within 30 feet of you.
This trait has no effect on undead or constructs.
9
SUBCLASSES
PL AY ER OPTI ONS
Helping Hand. Starting at 8th level, you can aid mul- Darkness Domain Spells
tiple creatures in the completion of a task or allow
Cleric Level Spells
a creature to make multiple attacks. When you take
the Help action, an additional friendly creature with- 1st fog cloud, sleep
in 5 feet of you gains advantage on the next ability
3rd darkness, darkvision
check made to perform the task you are helping with,
provided that the check is made before the start of 5th fear, nondetection
your next turn. Alternatively, you can use your Help greater invisibility,
action to aid up to two friendly creatures in attack- 7th
phantasmal killer
ing a creature within 5 feet of you and if your allies
attack the target before your next turn, all of their 9th dream, mislead
first attack rolls are made with advantage.
Dark Sight. Starting at 1st level, you gain darkvision
Forceful Communal Prayers. Starting at 17th level, 60 ft. and magical darkness doesn’t impede your
you can make spells more potent if you or others sight. If you already have darkvision, its range in-
cast the same spell in your presence. After you or creases by 60 ft.
an ally casts a spell, creatures targeted by the same
spell cast by you or an ally gain disadvantage on the Cloak of Darkness. Starting at 1st level, as a bonus ac-
saving throw until the end of the turn. Additionally, tion, you can weave shadows around you into a mag-
if the spell requires a dice roll, you or allies can re- ical cloak that hides your form and protects you from
roll 1s and 2s and must use the new roll, even if the attacks. For 1 minute, creatures have disadvantage on
new roll is a 1 or a 2. attack rolls against you. An attacker is immune to
this effect if it doesn’t rely on sight, as with blindsight
or tremorsense, or can see through illusions, as with
Darkness Domain truesight. Once you use this feature, you can’t use it
again until you finish a short or long rest.
The clerics of the Darkness Within are secretive in-
dividuals who detach themselves from society and Channel Divinity: Darkness Descends. Starting at
keep to the shadows. They accommodate themselves 2nd level, as an action, you can use your Channel
to darkness and operate unseen, focusing on hiding Divinity to harness darkness, summoning darkness
what they deem significant from the eyes of those and banishing light. As an action, you present your
who seek them. The imprint of the Dark Star’s reign holy symbol and summon a 30 foot radius globe of
still resonates with the populace of Aglarion, mani- darkness that functions as the darkness spell that
festing in the subconscious memory of the society as lasts for 1 minute. The globe appears in a space that
a whole. Those who follow the Darkness Within keep you can see within 30 feet of you. Any magical light
their faith to themselves even if they are not devoted effect within the globe is dispelled. Additionally,
to the ideology of the dark solar avatar of their du- each hostile creature within the globe must make
alistic god. They pray at midnight and venerate the a Constitution saving throw against your spell save
new moon as the absolute peak of their god’s power. DC when the globe of darkness appears. A creature
takes necrotic damage equal to 2d6 + your cleric
level on a failed saving throw, and half as much
damage on a successful one. A creature that has
total cover from you is unaffected.
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P L A Y E R O P T IO N S
• You gain a fly speed equal to your walking speed. Ooze Domain Spells
•Y ou can move through a space as narrow as 1 inch
wide without squeezing. Cleric Level Spells
• You can take the Hide action as a bonus action create or destroy
1st
while in dim light or darkness. water, false life
•Y ou have advantage on Dexterity (Stealth) skill acid arrow,
3rd
checks. blindness/deafness
•Y ou gain damage resistance to acid, cold, fire, meld into stone,
lightning, thunder and bludgeoning, piercing, and 5th
protection from energy
slashing from nonmagical attacks.
black tentacles,
•Y ou gain damage immunity to poison. 7th
freedom of movement
•Y ou are immune to the exhaustion, grappled, para-
lyzed, petrified, poisoned, prone, and restrained 9th contagion, hold monster
condition.
Bonus Cantrip. When you choose this domain at 1st
Once you use this feature you can’t use it until you level, you gain the acid splash cantrip, which doesn’t
finish a long rest. count against the number of cleric cantrips you know.
11
SUBCLASSES
PL AY ER OPTI ONS
es. As an action, you present your holy symbol and •Y ou can move through a space as narrow as 1
invoke the name of your deity. Each ooze that can inch wide without squeezing.
sense you must make a Wisdom saving throw. If • A creature that touches you or hits you with a
the creature fails its saving throw it is charmed by melee attack while within 5 feet of you takes 13
you for 1 minute or until it takes damage. While it (3d8) acid damage. Any nonmagical weapon made
is charmed by you, it is friendly to you and other of metal or wood that hits you corrodes. Af-
creatures you designate. ter dealing damage, the weapon takes a
permanent and cumulative -1 penalty to
Acid Resistance. Starting at 6th level, you damage rolls. If its penalty drops to -5,
gain resistance to acid damage. the weapon is destroyed. Nonmagical
ammunition made of metal or wood
Gelatinous Form. Starting at 8th level, you that hits you is destroyed af-
can become as transparent as a gelatinous ter dealing damage. You
cube. As an action, you can can eat through 2-inch
become transparent, thick, nonmagical wood
even when you are or metal in 1 round.
in plain sight. Your • You can climb difficult
gear also becomes surfaces, including up-
transparent with you. side down on ceilings,
It requires a DC 15 without needing to
Wisdom (Percep- make an ability check.
tion) skill check • You can make a
to spot you if you melee attack with a
have not moved nor reach of 5 ft. that
attacked during your deals 1d6 + your
turn. A creature that Strength modifier
tries to enter your space bludgeoning damage
while unaware of you is sur- plus 18 (4d8) acid
prised by you. damage. In addition,
nonmagical armor
Ooze Form. Starting at 17th worn by the target
level, as an action you can is partly dissolved
assume the form of an ooze and takes a perma-
for 1 hour. You gain a speed of nent and cumula-
20 ft. and climb 20 ft. You gain tive -1 penalty to
damage immunity to acid, cold, the AC it offers. The
lightning and slashing damage. armor is destroyed if
You become immune to the blinded, the penalty reduces
charmed, deafened, frightened and its AC to 10.
prone conditions as well as exhaustion.
In addition, you gain blindsight 60 ft., Once you use this fea-
but become blind beyond the range of ture, you can’t use it
your blindsight. You gain the fol- again until you finish a
lowing abilities: long rest.
12
P L A Y E R O P T IO N S
13
SUBCLASSES
PL AY ER OPTI ONS
hen you cast the commune with nature spell, the
•W monstrosity. As a bonus action, you can apply one
area of the effect is doubled. You also gain an un- of the features to your body from the options below.
derstanding of all plant creatures in the area, as
well as all plant-based hazards and poisons. •G allop of the Centaur. Your two legs turn into
those of a centaur and become powerful. Your
Treant Form. Starting at 14th level, you can take speed increases to 50 feet.
on the form of the grandest creature of the forest, •W ings of the Cockatrice. You sprout two feathery
the treant. You can use your Wild Shape to trans- wings that allow you to fly. You gain a fly speed
form into a treant, but must follow all other lim- of 40 feet.
itations presented under Wild Shape. You cannot • Claws of the Griffon. Your hands turn into savage
use the Animate Trees ability of the treant. claws like those of a griffon. You can use your at-
tack action to make a claw attack that deals 2d4
slashing damage plus your Strength modifier.
Circle of the Savage Blood • Horns of the Minotaur. Horns grow from your
forehead. You can use your attack action to make
Druids of the Circle of the Savage Bloods perceive a gore attack that deals 1d8 bludgeoning dam-
monstrosities as a more evolved form of life. They age plus your Strength modifier. If the target is
are inspired by the wild variety of their powers and a creature, it must succeed on a Strength saving
abilities that have developed to overcome the chal- throw (DC equals 8 + your Proficiency Bonus +
lenges they face in life. Savage Blood druids befriend your Strength modifier) or be pushed up to 10 ft.
and live amongst these creatures, helping them sur- away and knocked prone.
vive and learning from them what they can.
This manifestation persists for 1 minute or until
Circle Spells. Starting at 2nd level, you gain access to you’re incapacitated. Once you use this feature, you
the true strike cantrip and the following circle spells, can’t use it again until you finish a short or long rest.
which are always prepared and don’t count towards
the number of spells you can prepare each day. Monster Caller. Starting at 6th level, you can sum-
mon monstrous creatures that obey your com-
Druid Level Spells mands. Your conjuration spells can summon mon-
strosities instead of beasts.
enhance ability,
3rd
enlarge/reduce
Master of Monsters. Staring at 10th level, you can
5th blink, fly affect monstrosities with your spells that would
otherwise affect beasts. You can target monstrosi-
dominate beast,
7th ties with spells that normally affect beasts.
polymorph
antilife shell, Monster Friend. Starting at 14th level, monstrosi-
9th
hold monster
ties sense your connection to their kind and be-
come hesitant to attack you. When a monstrosity
Monstrous Form. Starting at 2nd level, you acquire wants to attack you, that creature must make a
the ability to transform into monstrous forms. You Wisdom saving throw against your druid spell save
can use your Wild Shape to transform into a mon- DC. On a failed save, the creature must choose a
strosity instead of a beast. different target, or the attack automatically misses.
On a successful save, the creature is immune to this
Monstrous Aspect. Starting at 2nd level, you can effect for 24 hours. The creature is aware of this
transform your body to manifest the feature of a effect before it makes its attack against you.
14
P L A Y E R O P T IO N S
15
SUBCLASSES
PL AY ER OPTI ONS
Order of Attack. Starting at 15th level, you can ex-
FIGHTER pend one use of your Commander’s Orders ability
to allow the creatures you choose to gain and roll
the Command die and add the number rolled to one
attack roll.
Commander
Legendary Commander. Starting at 18th level, your
Giving orders is second nature to a commander. These Commander’s Order can influence every friendly
exemplary fighters lead their squadrons by inspiring creature within 80 feet of you who can hear you, as
their subordinates and bolstering their fighting prow- well as yourself. Additionally, you can cast the com-
ess through the strength of their voices and their mand spell a number of times per day equal to your
presence. As a result, the forces under their command proficiency bonus (DC equals 8 + your Proficiency
can achieve incredible feats of battle, even when odds Bonus + your Charisma modifier) without expend-
are stacked against them. ing a spell slot or material components.
16
P L A Y E R O P T IO N S
•A
rchery. You gain a +2 bonus to attack rolls you
Royal Guard
make with ranged weapons.
•D
efense. While you are wearing ar-
mor, you gain a +1 bonus to AC. Guards who serve at the Royal Palace or protect
•D
ueling. When you are wielding a monarchs must pass a rigorous selection process.
melee weapon in one hand and no They are evaluated both for their physical and
other weapons, you gain a +2 bonus martial skills as well as their loyalty and abil-
to damage rolls with that weapon. ity to work as part of a unit. Royal guards
•G
reat Weapon Fighting. When you roll are trained to be alert and fight in formation,
a 1 or 2 on a damage die for an attack taking advantage of each other’s
you make with a melee weapon that movement and position in
you are wielding with two hands, combat. The royal guards’
you can reroll the die and must most skilled, legendary com-
use the new roll, even if the manders have been said to
new roll is a 1 or a 2. The wield their weapons as if
weapon must have the they were extensions of
two-handed or ver- their bodies.
satile property for
you to gain this Alert on Duty. Start-
benefit. ing at 3rd level, you
can focus your atten-
Mettle. Starting at tion to notice move-
15th level, you have ment. Designate
become skilled in a 10 square foot
resisting several area. If you stay
types of threats. in this area for 10
Choose two abili- minutes, you can double
ties in which you your proficiency bonus
don’t have a sav- and gain advantage on
ing throw profi- Wisdom (Perception) skill
ciency. You gain checks made to notice
proficiency in sav- creatures.
ing throws made
with the chosen Coordinated Strike. Start-
abilities. ing at 7th level, you can
use your combat training
Get The Job Done. to coordinate your at-
Starting at 18th le- tacks with your allies.
vel, you can overcome Once per turn, you gain
threats with ease. Instead advantage on your first
of rolling, you can choose to melee attack roll against
succeed on a saving throw au- a creature if at least one
tomatically. Once you use this of your allies is within 5
feature, you can’t use it until you finish ft. of the creature and the
a short or long rest. ally isn’t Incapacitated.
17
SUBCLASSES
PL AY ER OPTI ONS
Coordinated Shot. Starting at 10th level, you can Resist Strikes. Starting at 3rd level, you can channel
spot the exact moment to release a shot while your your ki into resisting damage from a blow. As a re-
ally occupies your target. Once per turn, you gain action, you can spend 1 ki point to reduce the dam-
advantage on your first ranged attack roll against a age you take from an attack by 1d10 + your Strength
creature if at least one of your allies is within 5 ft. modifier + your monk level.
of the creature and the ally isn’t Incapacitated.
Mountain Stance. Starting at 6th level, you can tight-
Swift Strike. Starting at 15th level, your combat reac- en your muscles to enter a steady stance making you
tions become effortless. You gain an extra reaction immovable and hard to grapple with. As a bonus ac-
that doesn't count towards your single use in the tion, you can spend 1 ki point to gain advantage on
turn and that you can use only to make an attack contests involving Strength (Athletics) ability checks
roll, but only when your reaction is triggered. made against you and on Strength saving throws for
1 minute. If you take the move action, you lose this
Divert Strike. Starting at 18th level, you become advantage until the start of your next turn.
one with your weapon, being able to deflect melee
attacks. As a reaction, when targeted by a melee Stone Body. Starting at 11th level, you can evoke
attack made by a creature within 5 feet of you that a protective layer of stoney skin over your entire
you can see, you can try to negate the attack. You body. As a bonus action, you can spend 3 ki points
must make a melee attack roll contest against the to gain damage resistance from bludgeoning, pierc-
melee attack roll of the creature. On a success, you ing, and slashing damage for 1 minute.
negate all damage from the creature’s attack.
Elemental Transformation. Starting at 17th level,
you can become one of the elemental creatures you
MONK learned to imitate your whole life. As a bonus ac-
tion, you can spend 6 ki points to transform into
an earth elemental for 1 minute as if you were us-
ing the Wild Shape ability of the druid class. You
Stonefist can use all of your monk abilities in this new form.
Once you use this feature, you can’t use it again
A small monastery of the Stonefists exists in the until you finish a short or long rest.
Shandar Mountains, which is related to some un-
speakable horrors of legend that supposedly lurk
Way of the Nine Seals
on the top of the highest peaks. The monks of the
Stonefist practice the fighting techniques of earth
elementals by studying and imitating their combat Only a handful of devil-bound individuals practice
maneuvers. Their daily practice involves hardening the Way of the Nine Seals in Aglarion or the neigh-
their bodies to withstand blows and the rigorous boring regions. This monastic tradition was forged
focusing of their strength. Masters of this monastic in the flames of Hell, and it is infused with the accu-
tradition become almost impervious to non-magi- racy and mettle of the fiends who practice it. Devils
cal attacks and reach a level of ascendance where teach it only to those who pledge eternal servitude
they can turn themselves into earth elementals. in return for the knowledge of the secret combat
techniques. A monk of the Nine Seals is hard to fool
and even harder to overcome. Masters of the Nine
Seals are offered a fate-bound contract by their su-
periors, allowing them to alter their fate. In return,
they are obedient tools of the armies of Hell.
18
P L A Y E R O P T IO N S
Hellfire Fist. Starting at 3rd level, you can spend 1 ki Tentacle Limb. Starting at 3rd level, you can turn
point as an action to inflame a melee weapon you touch your body into the form of an aberrant creature. As
or your fists with hellish fire for 1 minute. Your unarmed a bonus action, you can spend 1 ki point to transform
or melee attacks deal an extra 1d4 fire damage. your arm into
a 10-foot long
Deny Advantage. Starting at 6th level, you can de- tentacle for 1
mand equal chances from your enemies. As a bonus minute. The
action, you can spend 1 ki point to have one crea- tentacle
ture of your choice within 30 feet lose its advantage
on all ability checks, saving throws, skill checks,
and attack rolls until the start of your next turn.
19
SUBCLASSES
PL AY ER OPTI ONS
These paladins focus on divination magic to lift the
veils of deception and to find truths that lie behind
them. Their loyalty to their church and beliefs is un-
questionable, as is their dedication to any mission on
which they are sent. Inquisitors and their methods
might vary from religion to religion, but every one
of them holds a zealous fervor in common, which
drives them and empowers their abilities.
PALADIN
Inquisitor
20
P L A Y E R O P T IO N S
Inquisitor Spells
Discern Falsehood. Starting at 7th level, you can fo- Paladins who swear this oath dedicate their lives to
cus your senses to detect deliberate lies. As an ac- purify themselves, others, and places from malign
tion, you can target one creature within 30 feet. The influences. They are paragons of cleanliness, both
target creature must make a Charisma saving throw in their dwellings, places of worship, private quar-
(DC equals 8 + your Proficiency Bonus + your Charis- ters, and persons. These paladins are often found
ma modifier). On a failed save, you know if the tar- engaged in rooting out malevolent forces, wheth-
get creature deliberately and knowingly speaks a lie. er they be diseases or poisons. They are commonly
This ability does not reveal the truth. Once you use found in places of healing, sometimes accompany-
this feature, you can’t use it again until you finish a ing armies as medics, and rarely on personal quests
short or long rest. to cleanse places or people from harm.
21
SUBCLASSES
PL AY ER OPTI ONS
Tenets of Cleansing. The tenets of the Oath of Cleans- Channel Divinity. When you take this oath at 3rd
ing offer a framework for paladins of this order to level, you gain the following two Channel Divinity
keep all aspects of their lives and those of others options.
pristine and devoid of harmful effects.
•H
allow. You can use your Channel Divinity to in-
Cleanse the domain. Your surroundings reflect upon fuse an area as sacred ground. As an action, you
your person. Keep them spotless so that you may present your holy symbol and speak a prayer. The
benefit from their immaculate nature and the purity effect functions as a hallow spell with a radius of
they provide. up to 30 feet and lasts for 1 minute. When you use
this feature, you can only choose the Courage or
Cleanse the body. Your body is the shrine of your Energy Protection features of the spell.
being. A healthy body is the first step to a healthy
mind and soul. •C
leansing Lay on Hands. You can use your Chan-
nel Divinity to empower your Lay on Hands abil-
Cleanse the mind. Keep your mind sharp and without ity. By extending one use of your Channel Divini-
filthy thoughts. Avoid substances that cloud your in- ty, you can cure multiple diseases and neutralize
tellect and strive to keep it sharp. multiple poisons with a single use of Lay on Hands
without expending hit points separately for each
Cleanse the soul. The soul is divine and must be pro- affliction. This use of your Lay on Hands also
tected from external influences. By righteous ac- functions against negative influences that include
tions, you can fortify it and keep it unsullied. being charmed, cursed, or frightened.
Oath Spells. You gain oath spells at the paladin lev- Exorcist. Starting at 7th level, you can exorcise evil
els listed. spirits from others. As an action, you can end pos-
session on a creature, forcing the possessing spirit
Oath of Cleansing Spells out of the target. You can use this feature a number
of times equal to your Charisma modifier (a min-
Paladin Level Spells imum of once), and you regain all expended uses
protection from evil and when you finish a long rest.
3rd
good, purify food and drink
lesser restoration, Purify. Starting at 15th level, you can remove any
5th
protection from poison negative condition from yourself or a willing crea-
protection from energy, ture you touch as an action. This ability also in-
9th cludes madness, petrification, and polymorph ef-
remove curse
fects in addition to diseases and poisons, as well as
death ward, freedom
13th being charmed, cursed, frightened. You can use this
of movement
feature a number of times equal to your Charisma
dispel evil and good, modifier (a minimum of once). You regain any ex-
17th
greater restoration
pended uses when you finish a long rest.
22
P L A Y E R O P T IO N S
23
SUBCLASSES
PL AY ER OPTI ONS
Oath of the Crown Spells When another creature damages you or your ally
within 5 feet with a melee attack, you can use your
Paladin Level Spells
reaction to reduce the damage by 1d6 + your Cha-
protection from evil and risma modifier points. This reduction increases to
3rd
good, shield of faith 1d8 + your Charisma modifier at 13th level, and 1d10
protection from poison, + your Charisma modifier at 17th level.
5th
warding bond
magic circle, protection Bastion of Self. Starting at 15th level, your faith
9th makes you protected against your foes. Any crea-
from energy
ture who targets you with an attack or a harm-
death ward,
13th ful spell must first make a Wisdom saving throw
guardian of faith
against your spell save DC. On a failed save, the
dispel evil and good, creature must choose a new target or lose the at-
17th
raise dead
tack or spell. Any creature that succeeds on the sav-
ing throw is immune to Bastion of Self for 24 hours.
Channel Divinity. When you take this oath at 3rd This effect doesn’t protect you from area effects,
level, you gain the following two Channel Divinity such as the explosion of a fireball. This effect also
options. ends if you are incapacitated or die.
•V
ow of Protection. You can use your Channel Divine Protector. At 20th level, your dedication to
Divinity to bolster your defenses. As a bonus ac- become a paragon of protection makes you a bul-
tion, you can utter a vow of protection from a wark against the enemies of your cause and a sym-
creature you can see within 30 feet of you, using bol to those around you. As an action, you recount
your Channel Divinity. That creature gains disad- the Tenets of Protection and gain the following ben-
vantage on attack rolls against you for 1 minute or efits for 1 minute:
until you drop to 0 hit points or fall unconscious.
•Y ou gain the benefits of a shimmering field of pro-
•D
ivine Ward. You can use your Channel Divinity tection, granting you a +2 bonus to AC.
to offer protection to those around you. As an • You have resistance to bludgeoning, piercing, and
action, you present your holy symbol and each slashing damage from non-magical weapons.
creature of your choice that you can see within • Whenever you or any ally within 30 feet fails a sav-
30 feet of you becomes warded for 1 minute. Any ing throw, you can use your reaction to force the
creature who targets a warded creature with an creature to reroll it. You must use this new roll.
attack or a harmful spell must first make a Wis-
dom saving throw. On a failed save, the creature This effect ends early if you are incapacitated or
must choose a new target or lose the attack or die. Once you use this feature, you can’t use it again
spell. This effect doesn’t protect the warded crea- until you finish a long rest.
ture from area effects, such as the explosion of a
fireball. If the warded creature makes an attack or
casts a spell that affects an enemy creature, this
effect ends. This effect ends on the creature if you
are incapacitated or die or if the warded creature
is more than 30 feet away from you.
24
P L A Y E R O P T IO N S
25
SUBCLASSES
PL AY ER OPTI ONS
These weapons count as magical for the purpose of
Monster Tamer
overcoming resistance and immunity to nonmagi-
cal attacks and damage. The weapon disappears af-
ter 1 minute, if it is more than 5 feet away from you A ranger with a knack for calming and controlling
for 1 round, if you dismiss the weapon (no action beasts and creatures with bestial intelligence, the
required), or if you die. Once you use this feature, monster tamer has dedicated its life to locating and
you can’t use it again until you finish a long rest. dealing with such creatures. Usually, monster tam-
ers are called in to handle threats from the wild, but
Speak with Beasts and Plants. Starting at 3rd level, sometimes they are merely essential personnel in
you can communicate with beasts and plants as if keeping large beasts of burden in line. Some monster
they shared a language with you. You learn how to tamers use their skills to subjugate animals, some to
read, write, and speak Sylvan. care for them and nourish them in the wild. Their fa-
vored enemies are always beasts and monstrosities. In
Sprite Companion. Starting at 7th level, the Fey- Aglarion, tamers can be found in the countryside or as
realm blesses you with a faithful sprite companion. the caretakers of the Monster Menagerie in Onadbyr.
The sprite acts on its own and has its own will, but
it is always loyal to you. It disappears if it reaches Monster Tamer Magic. You learn an additional spell
0 hit points but a new sprite arrives the next dawn of 1st level or higher when you reach certain lev-
to replace the previous one. els in this class, as shown in the Monster Tamer
Spell List table. Each spell counts as a ranger spell
Fey Reinforcements. Starting at 11th level, you can for you, but it doesn’t count against the number of
call fey creatures to help you. You can cast the con- ranger spells you know.
jure fey spell without expending a spell slot or ma-
terial components. Once you use this feature, you Monster Tamer Spell List
can’t use it again until you finish a long rest.
Ranger Level Spells
Sanctuary of the Fey Court. Starting at 14th level, 3rd speak with animals
fey creatures and creatures of the natural world
5th locate animals or plants
sense your connection to their kind and become
hesitant to attack you. When a fey, beast or plant 9th conjure animals
creature attacks you, that creature must make a
13th dominate beast
Wisdom saving throw against your ranger spell
save DC. On a failed save, the creature must choose 17th hold monster
a different target, or the attack automatically miss-
es. On a successful save, the creature is immune to Bestial Aff inity. Starting at 3rd level, you can use
this effect for 24 hours. The creature is aware of your body language and soothing sounds to calm
this effect before it makes its attack against you. animals and monsters. You gain advantage on Wis-
dom (Animal Handling) skill checks made to calm
beats and monstrosities with an Intelligence score
of 3 or lower.
26
P L A Y E R O P T IO N S
of you. If the creature is moving, you know the direc- comes a force of devastation, gaining some magical
tion of its movement. Once you use this feature, you abilities from its companion.
can’t use it again until you finish a short or long rest.
Beast Companion. Starting at 3rd level, you gain a
Master of Monsters. Starting at 7th level, your spells beast companion that fights beside you. Choose a
can affect monstrosities the same way they affect beast that is no larger than Large size and that has a
beasts. You can substitute the beast creature type with challenge rating of 1 or lower. The beast obeys your
the monstrosity creature type in any of your spells. commands and takes its turn on your initiative. On
your turn, you can command the beast where to
Call of the Beasts. Starting at 11th level, you can move or what actions to take, which require no ac-
conjure beasts and monsters to do your bidding. tions on your part. If you are incapacitated or absent,
You can cast the conjure animals spell without ex- the beast has free will and protects you and itself. If
pending a spell or material components and use it the beast dies, you can obtain another one by spend-
to summon a monstrosity with a challenge rating ing 8 hours to befriend another non-hostile beast.
of 2 or lower and with an Intelligence score of 3 or
lower. Once you use this feature, you can’t use it Siege Beast Companion. Starting at 7th level, the
again until you finish a short or long rest. maximum challenge rating of the beast that you can
have as your companion increases to 2.
Protection of the Pack. Starting at 15th level, when
you surround yourself with allied beasts or mon- Your beast companion also gains the Siege Monster
strosities, the pack grants you benefits. You gain trait, allowing it to deal double damage to objects
the following benefits if an allied beast or mon- and structures.
strosity is within 5 ft. of you or if you are mounted
on such a creature. Magical Siege Beast Companion. Starting at 11th lev-
el, the maximum challenge rating of the beast that
•Y ou gain +2 to your AC. you can have as your companion increases to 3 and
• Whenever you are the target of a melee attack, can be of Huge size.
the beast or monstrosity can make a melee attack
against the attacking opponent as a reaction. Your beast companion’s natural attacks count as magi-
• When an attacker that you can see hits you with a cal for the purposes of overcoming damage resistance.
melee attack, you can use your reaction to halve
the attack’s damage against you. However your Greater Magical Siege Beast Companion. Starting at
beast or monstrosity ally takes the other half of 15th level, the maximum challenge rating of the beast
the damage. that you can have as your companion increases to 4.
27
SUBCLASSES
PL AY ER OPTI ONS
a spellcaster with a precise strike. As a bonus ac-
ROGUE tion, after you hit a creature with a melee weapon,
you can force the creature to make a saving throw
with its spellcasting ability modifier. The DC is 8
+ proficiency bonus + your Dexterity modifier.
Spellthief
28
P L A Y E R O P T IO N S
is maintaining concentration on a spell with a melee detail of a single image or a single page of script that
weapon, you can choose not to deal extra damage you’ve studied for one round. You can recall a num-
from your Sneak Attack. Instead, you force the crea- ber of images or pages up to your Intelligence ability
ture to make a saving throw with its spellcasting modifier. You can memorize new images or pages,
ability modifier. The DC is 8 + proficiency bonus + but you will lose the memory of an image or page
your Dexterity modifier. On a failed save, the main- that you have previously memorized.
tained spell ends on the creature and you gain the
spell’s benefits for 1 minute. Once you successfully Second Chance. Starting at 9th level, whenever you
use this feature to unhook a spell, you can’t use it fail a Dexterity (Stealth), Dexterity (Sleight of Hand),
again until you finish a long rest. or Charisma (Deception) skill check, you can reroll
the check as a bonus action. You must use the new
Reflect spell. Starting at 17th level, you know exact- result, even if it’s lower than the original roll. Once
ly how to deflect and divert a ranged magical at- you use this feature, you can’t use it again until you
tack. As a reaction, you can reflect a magical ranged finish a short or long rest.
attack made against you back at any target you can
see within the spell’s range. The range and DC of Read Thoughts. Starting at 13th level, as an action
the spell is the original caster’s range and spell save you can read the surface thoughts of one creature
DC. Once you use this feature, you can’t use it again within 60 feet of you. The effect can penetrate barri-
until you finish a long rest. ers, but 3 feet of wood or dirt, 2 feet of stone, 2 inch-
es of metal, or a thin sheet of lead blocks it. While
the target is in range, you can continue reading its
Spy thoughts, as long as your concentration isn’t broken
(as if concentrating on a spell). While reading the
Spies are masters of infiltration and stealth, able to target’s mind, you have advantage on Wisdom (In-
get out of seemingly impossible situations with the sight) and Charisma (Deception, Intimidation, and
intelligence they seek. They train their memories to Persuasion) skill checks against the target.
remember even the most minute details at a glance,
making them valuable agents to recover informa- Master Spy. Starting at 17th level, instead of rolling,
tion. Spies are adept at avoiding notice when need- you can choose to automatically succeed on a Dexter-
ed, pocketing valuable objects or intelligence, and ity (Stealth), Dexterity (Sleight of Hand), or Charisma
deceiving whoever they encounter with expertly (Deception) skill check. Once you use this feature, you
woven cover stories. Some masters of their trade can’t use it again until you finish a short or long rest.
can even pierce the minds of their marks, allowing
them to more effectively infiltrate the ranks of or-
ganizations they target.
29
SUBCLASSES
PL AY ER OPTI ONS
are able to use your sneak attack, your target’s AC
Umbral Stalker against your attack becomes 10 + the creature’s Dex-
terity modifier. You can use this feature only if your
Those who spend their lives in darkness become target is in darkness.
part of it. The umbral stalker lives in the shadows
and strikes unexpectedly. These rogues train to be-
come part of the darkness they live in and to use
it to the best of their advantage. Soon, its essence
starts to seep into their very beings. Umbral stalkers
eventually become able to open a rift into the Shad-
owrealm and learn to move between the planes,
feeling at home in the shadows of both realms.
30
P L A Y E R O P T IO N S
Touch of Entropy. Starting at 1st level, your touch Resistances to Natural Law. Starting at 14th lev-
destroys non-organic matter. If the nonmagical ob- el, you are partially protected against the flow of
ject isn’t being worn or carried, you can choose to entropy. You gain resistance to bludgeoning, pierc-
cause your touch to destroy a Tiny object at 1st level, ing, and slashing damage from nonmagical attacks
a Small object at 5th level, a Medium object at 9th not made with adamantine weapons.
level, a Large object at 13th level, and a Huge object You also gain advantage on saving
at 17th level. If the object is being worn or carried throws against any spell cast or ef-
by a creature, the creature can make a Dexterity fects created by lawful creatures.
saving throw against your spell save DC to avoid
your touch. If the object touched is a non-magical
weapon being carried, it takes a permanent and cu-
mulative -1 penalty to damage rolls. If its pen-
alty drops to -5, the weapon is destroyed. If
the object touched is either a nonmagical
armor or a nonmagical shield being worn
or carried, it takes a permanent and cu-
mulative -1 penalty to the AC it offers.
Armor reduced to an AC of 10 or a shield
that drops to a +0 bonus is destroyed.
31
SUBCLASSES
PL AY ER OPTI ONS
Additionally, you gain advantage against petrifica- Predator’s Knowledge. Starting at 1st level, your
tion and any other transmutation effect that would bestial side awakens, giving you the skills of preda-
change the composition of your body or physical tors. You gain proficiency in the Dexterity (Stealth),
form, like polymorph. Wisdom (Perception), and Wisdom (Survival) skills if
you are not already proficient in them.
Sphere of Entropy. Starting at 18th level, as an action
you can rip the fabric of space and create a swirl- Hybrid Form. Starting at 6th level, you can assume
ing void in the multiverse, summoning a sphere of the form of a lycanthrope hybrid. As an action,
annihilation out of raw entropy. The sphere remains you can spend 1 sorcery point to transform into
in existence for 1 minute, and you have advantage a hybrid form for 1 minute and gain the following
on rolls to control the sphere. You can’t use this benefits:
feature again until you finish a long rest.
•W hen you aren’t wearing armor, your AC equals
12 + your Dexterity modifier.
Lycanthropic Bloodline • You gain damage resistance to bludgeoning, pierc-
ing, and slashing damage from nonmagical attacks
Some descendants of lycanthropes can awaken the not made with silvered weapons.
power of their ancestors and benefit from the curse • You become proficient with natural weapons.
that runs in their blood. These individuals become • Your hands transform into claws that deal 1d6 +
more and more bestial as their dormant heritage Strength modifier points of slashing damage. You
slowly awakens, which they sometimes find hard can attack twice with your claws, instead of once,
to control. Lycanthropic bloodline sorcerers rely on whenever you take the attack action on your turn.
their newfound natural savagery in combat and ben- • As a bonus action, you can make a bite attack that
efit from the defensive capabilities of their ancestors. deals 1d8 + Strength modifier points of piercing
damage.
Keen Senses. Starting at 1st level, your senses be-
come sharper, similar to that of a predator. You gain Curse of Silver. Starting at 14th level, the curse
advantage on Wisdom (Perception) skill checks that coursing in your veins manifests, giving you en-
rely on hearing or smell. hanced invulnerability. You gain damage resistance
to bludgeoning, piercing, and slashing damage
from nonmagical attacks not made with silvered
weapons.
32
P L A Y E R O P T IO N S
Primordial Energy Savant Elemental Gate. Starting at 18th level, you can
open a portal to any of the elemental planes. You
can cast the gate spell to open a portal to an Ele-
The bloodline of the ancient primordial elemen- mental Plane. Once you use this feature, you can’t
tals runs in only a few creatures on the Materi- use it again until you finish a long rest.
al Plane. These creatures are partially composed
of the elements that make up the fabric of all
worlds, making them less vulnerable to energy ef- WARLOCK
fects. Primordial energy savants are conduits of
elemental power who can nurture their heritage
to an extent where they can freely access all of
the elements to imbue their spells. At the peak
Chaos Wielder
of their power, the connection of these elemen-
tal-infused creatures on the Elemental Planes is so Chaos Wielders choose the Elemental Chaos as their
strong that they can tear a gateway to them using patron, allowing them to tap into the raw forces of
their sheer forces of will. chaos and manipulate fate itself. In their tempera-
ments, these warlocks often resemble the force they
Voice of the Elements. Starting at 1st level, you serve - they are erratic and sometimes even nihilistic,
innately become able to converse with those not bound by any standards of laws or social norms.
who speak the language of the elements. You can As a result, Chaos Wielders are usually spurned by
understand and speak Auran, Aquan, Ignan, and the rest of society and are considered dangerous in
Terran. their seemingly incomprehensible motives.
Primordial Physiology. Starting at 1st level, your Expanded Spell List. At 1st level, the Elemental Cha-
anatomy resembles that of an elemental, making os lets you choose from an expanded list of spells
you less vulnerable to elements and certain condi- when you learn a warlock spell. The following spells
tions that affect the body. You gain advantage on are added to the warlock spell list for you:
saving throws against being petrified or poisoned.
You also gain a damage threshold of 2 against acid, Chaos Wielder Expanded Spells
cold, fire, lightning, and thunder damage.
Spell Level Spells
Energy Admixture. Starting at 6th level, you be- 1st bane, bless
come able to choose the element you wish to cre-
flaming sphere,
ate with your spells. You can spend 1 sorcery point 2nd
spiritual weapon
to change the damage type of a spell that causes
acid, cold, fire, lightning, or thunder damage to 3rd blink, call lightning
any of the damage types that you can change. 4th confusion, polymorph
5th flame strike, reincarnate
Heightened Primordial Magic. Starting at 14th lev-
el, your element-based spells become harder to re-
sist. When you cast a spell that deals acid, cold, fire, Wild Magic. Starting at 1st level, your spells can
lightning, radiant, or thunder damage and forces have unforeseen consequences. You can choose to
a creature to make a saving throw to resist the apply a Wild Magic Surge effect immediately after
effects of the spell, you can spend 3 sorcery points you cast the spell. Roll for a random effect on the
to give all targets of the spell disadvantage on their Wild Magic Surge table on page 104 of the Player’s
first saving throw made against the spell. Handbook. You can use this feature a number of
33
SUBCLASSES
PL AY ER OPTI ONS
times equal to half your warlock levels rounded spells when you learn a warlock spell. The following
down, and you regain all expended uses when you spells are added to the warlock spell list for you:
finish a long rest.
Dragon Patron Expanded Spells
Flows of Chaos. Starting at 6th level, you can ma-
nipulate fate using the power of chaos. When any Spell Level Spells
creature makes an attack roll, ability check, or sav-
feather fall,
ing throw, you can use your reaction to roll 1d4 and 1st
hunter’s mark
apply the number rolled as a bonus or penalty to the
creature’s roll. You can do so after the creature rolls darkvision,
2nd
but before any effects of the roll occur. At 10th level, enhance ability
this dice increases to 1d6, and at 14th level this dice 3rd clairvoyance, haste
increases to 1d8. You can use this feature a number
of times equal to your proficiency bonus, and you freedom of movement,
4th
regain all expended uses when you finish a long rest. stoneskin
Expanded Spell List. At 1st level, your Great Wyrm Dragon Wings. Starting at 14th level, you gain the
patron lets you choose from an expanded list of ability to sprout a pair of dragon wings from your
34
P L A Y E R O P T IO N S
Witchservant
35
SUBCLASSES
PL AY ER OPTI ONS
bonus action, you can choose to use painful incan- Ethereal Passage. Starting at 14th level, you gain
tation when you roll damage for a spell and force the ability to traverse the Ethereal plane. You can
the damaged creature to make a Constitution saving cast etherealness without consuming a spell slot.
throw (DC 8 + proficiency bonus + Charisma modifi- Once you use this feature, you can’t use it again
er). On a failed save, the target creature’s speed until you finish a long rest.
is halved, it has disadvantage on attacks,
skill checks, Strength and Dexterity saving
throws for 1 minute, and if the target tries WIZARD
to cast a spell during this time, it must
first succeed on a Constitution saving
throw or the casting fails and the spell
is wasted. A target suffering from this
Academic Wizard
pain can make a Constitution saving
throw at the end of each of its turns. Academic wizards are highly
On a successful save, the pain ends. trained in all forms of schools of
Once you use this feature, you magic and are specialized in the
can’t use it again until you finish methodology and procedures of
a long rest. spellcasting itself. They analyze
the structure of spell formulas
Malediction. Starting at 10th in great detail to optimize them
level, you can channel the vile and to be able to handle them
energies of your hag patron with greater ease than other
to curse your enemies. As a mages. Their understanding
bonus action, you can force of these basic concepts allows
one creature of your choice them to interchange spells in
within 30 feet to make a a versatile, almost effortless
Charisma saving throw way. Academic wizards are
(DC 8 + proficiency bo- only trained in the Arcane
nus + Charisma modi- Tower in the kingdom of Aglar-
fier). On a failed save, ion, where they master their
the target creature is trade for long years before leav-
cursed and must roll ing the academy.
1d6 and subtract the
number rolled from Eff icient Spell Recovery. Starting at
its attack rolls or sav- 2nd level, you have learned to re-
ing throws whenever it call spells more efficiently by re-
makes one within the next membering their key variables.
1 minute. For the duration, the You can recover an additional
target creature also gains vul- spell slot when using your ar-
nerability to all damage dealt cane recovery class ability.
by you. A remove curse spell
ends this effect. Once you Simplified Spell Rituals.
use this feature, you can’t Starting at 2nd level,
use it again you have mas-
until you fin- tered conduct-
ish a long rest. ing rituals by
36
P L A Y E R O P T IO N S
focusing on their most fundamental structures. In- cialist wizards who focus on magic that wards areas
stead of the usual 10 minutes required to cast ritual and prevents intrusion. Their spells are more durable,
spells, you can cast the ritual version of a spell in harder to remove, and more deadly when properly
1 minute. placed. Master Bertio Ranberd is the most renowned
practitioner of the arcane sentinel school in Aglarion,
Expedient Spell Preparation. Starting at teaching his secret formulas at his shop and board-
6th level, you can prepare spells faster ing school, the Emporium of Marvelous Rarities.
than usual. Preparing a new spell takes
1 round per spell level for you instead of Practiced Abjurer. Starting at 2nd level, you
the usual 1 minute per spell level. become practiced at learning abjuration spells.
The gold and time you must spend to copy
Elevated Spell Power. Starting at an abjuration spell into your spell-
10th level, you attain an op- book is halved.
timized form of spellcast-
ing methodology, which Advanced Alarm. Starting at
makes your spells more 2nd level, you gain deeper
powerful. Spells you insight into the working of
cast are considered to the alarm spell. Add the
be one spell slot level alarm spell to your spell-
higher than their ac- book. The duration of an
tual spell slot level. alarm spell cast by you
becomes 24 hours, and
Combined Spell Ef- it can be both mental
fects. Starting at 14th and audible. You can
level, you learn how to also designate other
apply spells so that their willing creatures to
effects are combined. You be alerted by your
can apply and stack the alarm spell’s mental alert.
same magical ef-
fect of a spell to Empowered Glyph. Start-
a target one addi- ing at 6th level, you can
tional time. Once inscribe the glyph of
you use this fea- warding spell in an in-
ture, you can’t use stant and make it more
it until you finish potent. Add the glyph
a long rest. or warding spell to your
spellbook. You can cast
Arcane the glyph of warding spell
as an action without us-
Sentinel ing a spell slot and re-
roll a number of the
Magic is reliable, it is hard to cheat, damage dice equal
and is a more convenient tool to safe- to your Intelligence
guard riches or secrets than intelligent modifier (minimum 1)
guardians or monsters of any kind. when using the spell’s
Arcane sentinels are abjuration-spe- explosive runes option.
37
SUBCLASSES
PL AY ER OPTI ONS
You must use the new rolls. Once you use this feature, create the image of an object, creature, or visible phe-
you can’t use it until you finish a long rest. nomenon, you can choose to cast your spell to deal
1d6 psychic damage per spell level every turn to those
Tenacious Abjurations. Starting at 10th level, your creatures that are affected by it. Affected creatures
abjuration spells become hard to dispel. An attempt can make an Intelligence saving throw to halve the
to use the spells counterspell or dispel magic against damage. Physical interaction with the image does not
your 3rd or lower level abjuration spells requires an reveal it to be an illusion. A creature that successfully
ability check. All ability checks made to dispel an ab- disbelieves the image by taking an action to make a
juration spell cast by you have disadvantage. successful Intelligence (Investigation) skill check be-
comes immune to the damage dealt by the spell.
Logical Defense. Starting at 14th level, you can deduct
the outcome of a threat directed at you. As a reaction, Shadow Evocation. Starting at 10th level, you can
you can add your Intelligence modifier (minimum 1) as a create a barrage of illusory damaging spells formed
bonus to your AC or a saving throw made against a spell. out of semi-real shadowstuff. As an action, you can
choose an evocation spell that deals damage. You
cast this spell as an illusion spell using a spell slot
School of Shadow equal to the spell level of the chosen spell. Other-
wise, the spell works exactly like the original spell.
The arcane studies of the school of illusions led The affected creature must make the saving throws
some specialist mages to discover ways to infuse as described in the spell’s description. However, a
their spells with shadow material drawn directly creature affected by a shadow evocation spell must
from the Shadowrealm. These illusions are tangible, first make an Intelligence saving throw. On a failed
almost real manifestations of their creator’s creativ- save, the creature believes the spell to be real and
ity that can physically interact with their surround- takes damage from the spell as normal. On a suc-
ings. Most shadow wizards in Aglarion treat their cessful save, the creature takes only half damage.
knowledge as a highly kept secret that they rarely
teach to others. Many of them have succumbed to Shadow Conjuration. Starting at 14th level, you can
the negative influence of the umbral powers they create a quasi-real creature made out of shadows.
have learned to manifest, turning into bitter, emo- As an action, you can cast the conjure elemental spell
tionless versions of their former selves. without expending a spell slot or material compo-
nents, but instead of conjuring an elemental, you
Darksight. Starting at 2nd level, your eyes have can create an illusory creature of challenge rating 6
adapted to darkness. You gain darkvision with a 60- or lower of any type. A creature that uses its action
foot radius, or your darkvision’s radius improves by to examine the illusory creature can determine that
60 feet if you already have darkvision. it is an illusion with a successful Intelligence (Inves-
tigation) skill check against your spell save DC. If a
Shadow Shield. Starting at 2nd level, you can in- creature discerns the illusory creature for what it
stantly create a tangled mass of shadows that make is, the creature can see through the image and takes
you harder to hit. You can use your reaction to con- only half damage from the illusory creature, and has
jure a shadowy aura that negates one hit by an at- advantage on saving throws and ability checks made
tack that targets you. Once you use this feature, you against the illusory creature. Once you use this fea-
can't do so again until you finish a short or long rest. ture, you can’t use it until you finish a long rest.
38
P LAY E R OP T ION S
FEATS
The following 13 new and unique feats establish back-
grounds and special flares to a few notable NPCs in
Crown of the Oathbreaker. They incorporate options
that players can use to give flavor to their charac-
ters and have a deeper connection to the available
subclasses that we have created as well.
Adaptive Personality
Blessed Spirit
• Increase your Charisma score by 1, to a maximum of 20.
•Y
ou have advantage on Charisma (Deception) and Your sanctified spirit protects you from curses and
Charisma (Performance) checks when interacting you can detect the auras of cursed items or creatures.
with someone for the first time.
• Increase your Wisdom score by 1, to a maximum of 20.
•Y
our demeanor can even cloak your alignment,
fooling divinations made to determine it. Choose • If you fail a saving throw against a curse or curse
the alignment you wish to enact and divination effect, you can reroll the saving throw with advan-
spells will show your chosen alignment. tage at the start of your next turn. You can’t use this
feature again until you finish a short or long rest.
•A
s an action, you can sense the presence of cursed
items or creatures within 30 feet of you for 1 minute.
If you sense curses in this way, you can use your ac-
tion to see a faint aura around any visible creature
or object in the area that is cursed. The effect can
penetrate most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt. You can’t use this feature
again until you finish a short or long rest.
39
FE ATS
PL AY ER OPTI ONS
Braveheart
•Y
ou gain advantage on saving throws against being
frightened.
•Y
ou can reroll a saving throw against being fright-
ened that you fail. If you do so, you must use the
new roll. You can’t use this feature again until you
finish a short or long rest.
Gravetouched
•Y
ou gain damage resistance against necrotic damage.
Focused Aim •Y
ou gain advantage on saving throws against ef-
fects that deal necrotic damage.
•Y
ou gain advantage on your first ranged attack on
your turn, but all attacks against you are made
with advantage until the start of your next turn.
•Y
ou gain 1d4 damage on your first ranged attack
on your turn.
40
P L A Y E R O P T IO N S
Guardian
•Y
ou gain a +1 bonus to AC if there are allies within
5 feet of you.
•A
s a reaction, you can protect an ally who is within
5 feet from you from an attack of opportunity. If
you use this action, the attack automatically misses. Mounted Charger
•W
hen an ally who is with-
in 5 feet of you is attacked, You are a master of charging into the fray on your
you can shield them with mount. While you are mounted and aren’t incapaci-
your body. As a reaction, tated, you gain the following benefits:
you switch the tar-
get of the attack •Y
ou have advantage on melee attack rolls against
to yourself, using any unmounted creatures that are smaller than
your own AC to your mount.
determine if the
attack hits and •W
hen your mount takes a dash action, and you hit
taking damage a creature with a melee attack in the same round,
if it does. your attack deals an additional 1d6 damage.
•W
hen wielding a lance, you don’t have disadvan-
tage when attacking a target within 5 feet of you.
Hellfire Channeler
Scourge of the Undead
Hellfire courses through your veins, and you can
channel it into your fire spells for devastating effect You gain powers to resist and punish the living dead.
against creatures who would other-
wise be unharmed. •Y
ou gain advantage on saving throws against nec-
romancy spells or being charmed, frightened, or
•W
henever you cast a spell possessed by undead creatures.
that deals fire damage, you
can substitute hellfire dam- •Y
our weapon attacks
age for half of the total score a critical
damage dealt. Creatures hit on a roll of
cannot reduce this half of 19 or 20 against
the damage even if they undead creatures.
have resistance or immu-
nity to fire damage, howev-
er, devils are immune to hellfire.
41
FE ATS
PL AY ER OPTI ONS
Shadowcaster Stern Justicar
You can infuse your illusion spells with the essence You have seen all the dirty little tricks, making you
of shadows, making them more persistent and less hard to fool. You gain the following benefits:
resistible.
• Increase your Intelligence score by 1, to a maxi-
•T
he DC to end or dispel your illusion spell or in- mum of 20.
terrupt you in casting an illusion spell is 13 + your
spell’s level. •Y
ou gain proficiency in the Investigation skill. If
you are already proficient in
•T
he duration of your illusion spells is doubled. the skill, you add double
your proficiency bonus to
•Y
ou can spend an extra spell checks you make with it.
slot of the same spell lev-
el when you cast an illu- •Y
ou gain advantage on In-
sion spell. The saving telligence (Investigation)
throw against your checks to disbelieve illu-
spell or the Intel- sions.
ligence (Investiga-
tion) skill check to Trap Engineer
discern your spell
is made with a dis-
advantage. You can easily detect and disarm traps using your
vast understanding of their workings and mechani-
Spell Tattoo cal parts. You gain the following benefits:
•Y
ou gain proficiency in the Investigation skill to de-
You can create a tattoo etched into your skin with duce the workings of traps. If you are already pro-
magically treated ink and infused with a spell that ficient in the skill, you add double your proficiency
you can cast. The tattoo is drawn in a design that bonus to checks you make with it for this purpose.
resembles the specific spell placed within it, which
must be of 1st level. It takes a day of work to im- •Y
ou gain proficiency in the Perception skill to de-
print the tattoo and costs 100 gold pieces for the tect traps. If you are already proficient in the skill,
material components. You gain you add double your proficiency bonus to checks
the following benefit: you make with it for this purpose.
•Y
ou can cast the spell •Y
ou gain proficiency with the artisan’s (engineer-
weaved into the tattoo as ing) or thieves’ tools and can use them as part of
a bonus action. You re- a Dexterity check to disarm traps. If you
gain the ability to cast are already proficient
the spell when you with them, you add
finish a long rest. double your ability
bonus to checks you
make with them for
this purpose.
42
P LAY E R OP T ION S
SPE L LS
The following 16 new and unique spells give fla- Fortify Soul
vor to many NPCs, locations, and situations in the
Crown of the Oathbreaker adventure. All of them
can be researched, emulated, or accessed by the 4th-level abjuration
characters as they progress in spellcasting levels.
Casting Time: 1 bonus action
Range: Self
Disable Construct Components: V, S
Duration: 8 hours
4th-level transmutation Classes: Cleric, Paladin
Casting Time: 1 action You resist external influences to your soul through
Range: 60 feet your unbreaking faith. You gain immunity to any ef-
Components: V, S, M fect that would influence your soul (such as the mag-
(a gear made of metal) ic jar spell or a hag’s nightmare haunting ability).
Duration: Concentration,
up to 1 minute
Classes: Bard, Sorcerer,
Wizard
Choose a construct
that you can see within
range. The target must succeed on a Wisdom saving
throw or be paralyzed for the duration even if the
target is immune to being paralyzed. At the end
of each of its turns, the target can make another
Wisdom saving throw. On a success, the spell ends
on the target.
43
SPELLS
PL AY ER OPTI ONS
Infuse with Entropy
5th-level transmutation
Even if this defies gravity, a creature or unattended Choose an object that you can see within range. This
item you touch becomes magically fixed in place. spell destroys a large or smaller nonmagical object in
A creature must succeed on a Strength saving throw three rounds. If the target is a huge object, this spell
or become restrained for the duration. At the end causes it to become damaged, or renders it useless if
of each of its turns, the target can make another it has a complex mechanism or moving parts. A magic
Strength saving throw. On a success, the spell ends item is unaffected by this spell.
on the target. An item immobilized by the spell can
hold up to 8,000 pounds of weight. More weight At Higher Levels: When you cast this spell using a spell
causes the item to fall. A creature can use an action slot of 6th level or higher, the damage increases by
to make a DC 30 Strength check, moving the fixed 1d10 for each slot level above 5th.
item up to 10 feet on a success.
44
P L A Y E R O P T IO N S
•C
hoking Strike. The zombie chokes the living, try-
ing to suck the air from the lungs of its victims.
Any creature hit by the slam attack of the zombie
must succeed on a Constitution saving throw (DC
equals 10 + the zombie’s Constitution ability mod-
ifier) or gain one level of exhaustion.
45
SPELLS
PL AY ER OPTI ONS
Melt Flesh
3rd-level necromancy
46
P L A Y E R O P T IO N S
Shadowcraft Conjuration
4th-level illusion
47
SPELLS
PL AY ER OPTI ONS
Shadowcraft Evocation
4th-level illusion
Shout Steadfast
48
P L A Y E R O P T IO N S
Suffocate
6th-level necromancy
At Higher Levels: When you cast this spell using a You hinder your enemy’s movement, or their combat
spell slot of 7th level or higher, you can target one abilities, or both. Choose a creature that you can see
additional creature for each slot level above 6th. The within range and the creature’s arms or feet. The tar-
creatures must be within 30 feet of each other when get creature must make a Constitution saving throw.
you target them.
If you choose its arms, on a failed save, the target
creature gains disadvantage on attack rolls and abil-
ity checks that require the use of an arm. If you cast
this spell again on the same creature’s arms and the
target fails the saving throw a second time while
under the effect of the same spell, the target crea-
ture loses the function of their arms entirely.
49
OPEN GAME License Version 1.0a
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