TEXT:  
   
   
  Rats in the Rain presents:  
  Options of Heroism 
   
  6 new playable races 
  2 new base classes 
  2 new options for existing classes 
  New feats and feat synergies 
   
  A handbook of options for the 5
  th edition of the 
  world’s greatest role playing game. 
   
  By G Christopher Dyson & K S Dyson 
   
  
   
  2 
  Options of Heroism 
  A character options handbook for 5E Dungeons and Dragons 
  Written by G Christopher Dyson & K S Dyson 
  Published by Rats in the Rain 
  ISBN 978-0-9945084-9-2 
  ©2016 G Christopher Dyson 
  All rights reserved 
   
   
   
   
  
   
  3 
   
   
  Contents 
  Introduction ............................................................................................................................................ 5 
  Races ....................................................................................................................................................... 5 
  Bugbear ............................................................................................................................................... 5 
  Shunned to the shadows ................................................................................................................ 5 
  Bugbear Names ............................................................................................................................... 5 
  Bugbear Traits ................................................................................................................................. 5 
  Centaur................................................................................................................................................ 6 
  Swift footed guardians .................................................................................................................... 6 
  Centaur Names ............................................................................................................................... 6 
  Centaur Traits .................................................................................................................................. 6 
  Flumph ................................................................................................................................................ 6 
  Mental guardians ............................................................................................................................ 6 
  Gnoll .................................................................................................................................................... 7 
  Gnoll Names .................................................................................................................................... 7 
  Gnoll Traits ...................................................................................................................................... 7 
  Goblins ................................................................................................................................................ 7 
  Know your role ................................................................................................................................ 7 
  Goblin Names .................................................................................................................................. 7 
  Goblin Traits .................................................................................................................................... 7 
  Hobgoblins .......................................................................................................................................... 8 
  Hobgoblin Traits .............................................................................................................................. 8 
  New Base Classes .................................................................................................................................... 8 
  Ragepact ............................................................................................................................................. 8 
  Creating a Ragepact ........................................................................................................................ 8 
  Quick Build ...................................................................................................................................... 8 
  Class Features ................................................................................................................................. 9 
  Multiclassing ................................................................................................................................. 11 
  Troubadour ....................................................................................................................................... 12 
  Creating a Troubadour .................................................................................................................. 13 
  Quick Build .................................................................................................................................... 13 
  Class Features ................................................................................................................................... 13 
  Troubadour Spells ......................................................................................................................... 15 
  
   
  4 
  Multiclassing ................................................................................................................................. 15 
  Archetypes for existing classes ............................................................................................................. 16 
  Ranger: Beast rider ........................................................................................................................... 16 
  Elite mounted warriors ................................................................................................................. 16 
  Creating a Beast Rider ................................................................................................................... 16 
  Eldritch Cleric .................................................................................................................................... 17 
  Servant of Two Masters ................................................................................................................ 17 
  Feats ...................................................................................................................................................... 17 
  Multitask ....................................................................................................................................... 17 
  Diverse Caster ............................................................................................................................... 17 
  Student of Sorcery ........................................................................................................................ 17 
  Surge Trigger ................................................................................................................................. 17 
  Feat Synergies ....................................................................................................................................... 18 
  Intestinal Fortitude ....................................................................................................................... 18 
  Attack and Parry ............................................................................................................................ 18 
  Sure Destruction ........................................................................................................................... 18 
  Focused Dabbler ........................................................................................................................... 18 
  Shield Hiding ................................................................................................................................. 18 
  Steadfast Defence ......................................................................................................................... 18 
  Spell Shooter ................................................................................................................................. 18 
  Determined Charger ..................................................................................................................... 18 
  Coming Soon from Rats in the Rain: ..................................................................................................... 19 
  Acknowledgements ............................................................................................................................... 19 
  OPEN GAME LICENSE ............................................................................................................................ 19 
   
   
   
  
   
  5 
  Introduction 
  Welcome to the seventh volume in this seemingly 
  endless series of class option manuals. 
  In previous volumes, we have presented a handful of 
  new classes and new class options. This volume 
  contains a few class idea, but also new races and 
  feat. It also introduces Feat Synergies which are 
  special bonuses that apply to character in possession 
  of two related feats. To be honest, many of the feats 
  do not really seem worth taking, so this gives a gentle 
  nudge to use them more often. 
   
   
   
   
  The yells and yammering, croaking, gibbering 
  and jabbering, howls and growls and curses, 
  shrieking and shrinking that followed were 
  beyond description. Several hundred wildcats 
  and wolves being roasted slowly alive 
  together would not have compared with it.” 
  ― J.R.R. Tolkien, The Hobbit 
   
   
  Races 
  Bugbear  
  “The thing about Rodok is he always tried hard,” 
  explains Rollo, the old adventurer sat shrouded in his 
  old memories, “Nobody trusted him, but he was 
  there, in the shadows ready to help out. He would 
  burst out of nowhere and be at our rescue without 
  stopping to think. Sure he didn’t like to be in the front 
  line and sure he dipped is hand a little too far into the 
  gold, but that bugbear had the heart of a hero when 
  it mattered.” 
  - Year of the Hammer 
  Shunned to the shadows 
  Often seen as the poor cousin of the goblin, bugbears 
  have a vast culture. They aspire to gain wealth, they 
  have a strong desire to lead, they have a strong sense 
  of honour, but value victory above fairness. Above 
  all, they value individual freedoms which makes them 
  ideally suited to coming out of the shadows and 
  working side by side with adventurers. Often their 
  greed gets in the way of this. They do not fit well into 
  society, usually assuming the humans are out to get 
  them, but when they make the effort, the bugbear 
  adventurer is valued as much as any other race. 
  Bugbear Names 
  Bugbear names tend to be quickly spoken one or two 
  syllable names: Rodok, Kendak, Snub, Dokka, Giss, 
  Gaddan, Poak. 
  Though they come from clans, they rarely recognise 
  those in their names. 
  Bugbear Traits 
  Ability Score Increase:  Your Strength score increases 
  by 2 and your dexterity score increases by 1 
  Age:  Bugbears mature at a similar rate to humans, 
  though live slightly longer often reaching ages of 120. 
  Alignment: Bugbears value personal freedom and will 
  usually have a chaotic alignment. 
  Size: Bugbears are taller and heavier than humans, 
  standing w ell over 6 feet tall and averaging almost 
  250 pounds. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Brute: Once per short rest when doing a strength 
  attack with a weapon two handed, you may add an 
  extra dice to damage. 
  
   
  6 
  Darkvision. Thanks to your goblin blood, you have 
  superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. 
  You can't discern colour in darkness, only shades of 
  grey. 
  Skulking. You gain proficiency in the Stealth skill. 
  Languages: You speak Common and Goblin. 
  Centaur 
   
  Swift footed guardians 
  Centaurs are well documented in legend: Part horse, 
  but with a humanoid torso, they have always been 
  guardians of the forests and defenders of the fey. 
  Centaur Names 
  Having lived side by side with wood elves, centaurs 
  will often have wood elf first names but differing 
  family names. 
  Centaur Traits 
  Ability Score Increase: Your strength score increased 
  by 2 and your constitution increases by 1 
  Age:  Centaurs mature slowly, taking thirty to forty 
  years to attain adulthood and they live to two 
  hundred. 
  Alignment: Centaurs value personal freedom but also 
  have a love of peace and will usually have a chaotic 
  good alignment. 
  Size: Centaurs are large sized creatures, but use 
  medium sized weapons. Their unusual size and shape 
  makes it difficult to purchase armour. All armour is at 
  four times the listed cost. You have advantage when 
  rolling to avoid a trip, push or shove. 
  Speed: Your base speed is 50 ft 
  Languages: You speak Common and sylvan 
  Flumph  
  Mental guardians 
  Flumphs are a strange creature that exists by 
  consuming telepathic energies of others. They do not 
  need to eat, but instead dwell with anyone or 
  anything that has an active mind. They are friendly 
  communal creatures, not prone to adventuring, but 
  make excellent allies when they do join a party. 
  Ability Score Increase:  Your Intelligence score 
  increases by 2 and your dexterity score increases by 1 
  Age:  Time is different for Flumphs, particularly as 
  their communal telepathy gives them faster 
  experience. They reach maturity within weeks and 
  live for forty to sixty years yet usually have over a 
  hundred years of experience in that time. 
  Alignment: Flumphs are good and reputed to be 
  trustworthy and so tend towards lawful good. 
  Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can't discern colour in darkness, 
  only shades of grey. 
  Speed: You have a base land movement rate of 5 ft. 
  You can levitate and float with a speed of 30 ft.  
  Telepathy: You can communicate telepathically with 
  any creature you can see within 30 feet of you. You 
  don’t need to share a language with the creature for 
  it to understand your telepathic utterances, but the 
  creature must be able to understand at least one 
  language. 
  Stench Spray: You can spray a stench in a 15 ft cone. 
  Those in the area must make a DC 10 dexterity saving 
  throw or be coated in foul smelling liquid. The effect 
  lasts for 1d4 hours and causes the poisoned 
  condition. Cleaning the liquid off requires a short 
  rest. You must complete a short rest before you can 
  use this power again. 
  Languages: You speak Common and Deep Speech 
   
  
   
  7 
  Gnoll 
  Gnolls are usually considered feral, unintelligent 
  creatures, but they can be far greater than that. 
  Usually they have a tendency to hang with their pack 
  and act as the monsters they are perceived to be. 
  Occassionally one is raised in more civilised 
  surroundings, perhaps an orphan. When this happens 
  they show a great intelligence and capacity for civility 
  that is not expected of their race. 
  Gnoll Names 
  The gnoll tongue tends to use more snarls, barks 
  and rolling phonetics and as such their names 
  tend to be shorter and evolve out of growling 
  sound: Rranz, Grazz, Rawws. 
  Gnoll Traits 
  Ability Score Increase:  Your Strength score increases 
  by 2 and your dexterity score increases by 1 
  Age:  Gnolls mature quickly, taking twelve years to 
  attain adulthood and they live no much beyond forty. 
  Alignment: Gnolls love their packs and tend toward 
  lawful alignments, but often veer towards evil. 
  Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can't discern colour in darkness, 
  only shades of grey. 
  Speed: You have a base land movement rate of 30 ft 
  Bite: You gain a natural bite attack which does 1d4 
  damage 
  Rampage: If you kill an opponent with a melee 
  attack, you may use your reaction to move up to half 
  your movement and make a bite attack against 
  another opponent.  
  Languages: You speak Common and gnoll 
   
  Goblins 
  “Inviting a goblin to cross your threshold was a recipe 
  for disaster, and certainly worse than doing the same 
  with a vampire. With the latter all you got was a 
  nasty bite….” 
  ― Jasper Fforde, One of Our Thursdays Is Missing 
  Know your role 
  Goblins have long been the small insignificant 
  creatures of the role playing world, but they know 
  their place and they know that being sneaky is better 
  than being strong. They know that being quick is 
  better than being strong and they know that being 
  somewhere else is better than getting hurt. 
  Goblin Names 
  Different types of goblins have different kinds of 
  names. As children they tend to be given short, 
  meaningless names such as Sot, Bom, Kip, Zag which 
  evolve as the goblin ages into Sotto, Bommy, Kippa, 
  Zaggo. As they reach adulthood and they seek more 
  notable, pretentious names, even more sylabls get 
  added, changing the names to Sottolanski, 
  Bommynissatl, Kippalazalon or Zaggonatrap. 
  Goblin Traits 
  Ability Score Increase:  Your Dexterity score 
  increases by 2 and you choose one of your 
  intelligence, charisma or wisdom to increase by 1 
  Age:  Goblins mature quickly, taking fifteen years to 
  attain adulthood and they usually live sixty years. 
  Alignment: Goblins can have any alignment. They 
  tend to be more focused on self preservation than 
  loftier goals, so neutral evil is typical. 
  Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can't discern colour in darkness, 
  only shades of grey. 
  Speed: You have a base land movement rate of 25 ft 
  Size. Goblins Average about 3 Feet tall and weigh 
  about 40 pounds. Your Size is Small. 
   
  Nimble Escape: You may dodge as a bonus action and 
  you have advantage when escaping a grapple 
  Languages: You speak Common and goblin 
   
  
   
  8 
  Hobgoblins  
  Hobgoblins are the more militant, large and stronger 
  cousins of the goblins. They are known for being 
  fierce fighters and good military tacticians. They feel 
  their strength makes them superior to goblins and 
  their numbers make them superior to bugbears. 
  Often seeking a martial challenge, a hobgoblin could 
  join any army as a mercenary or fortune hunter. So 
  long as they are respected, they will work with any 
  group. 
  Hobgoblin Traits 
  Ability Score Increase:  Your Strength score increases 
  by 2 and your dexterity score increases by 1 
  Age: Hobgoblins mature quickly, taking fifteen years 
  to attain adulthood and they usually live eighty years. 
  Alignment: Hobgoblins tend to be lawful evil. 
  Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can't discern colour in darkness, 
  only shades of grey. 
  Speed: You have a base land movement rate of 30 ft 
  Leadership: You may use the aid another action as a 
  bonus action. You must take a short rest to use this 
  ability again. 
  Martial Weapon Proficiency: You gain proficiency 
  with longsword and shield. 
  Languages: You speak Common and goblin 
   
   
  New Base Classes 
  Ragepact  
  There is a terrible darkness in some people: Their 
  nightmares scream so loud, their anger darkens 
  their world and their cries for help echo in such 
  pained silence that only the dark forces at the 
  end of the time can hear them. 
  These are the Ragepact: warriors that use their 
  rage, but who have drawn more powers from 
  the pacts they have made.  They are 
  unpredictable and often dangerous to 
  themselves. 
  Creating a Ragepact 
  When building a ragepact, think about the state 
  of mind of the character. Why are they so 
  unpredictable? Did they suffer some traumatic 
  events? Do they have a mental illness? (tread 
  carefully with this) 
  Quick Build 
  Build a Ragepact quickly by putting your highest 
  ability scores into Charisma and Constitution. 
  You will also need good strength and dexterity. 
  A low wisdom score is quite typical for this class. 
  Take the hermit background. 
  
   
  9 
  Class Features 
  Hit Points 
  Hit Dice: 1d 10 per ragepact level 
  Hit Points at 1st Level: 10 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per ragepact level after 1st 
   
  Proficiencies 
  Armor: Light armour 
  Weapons: Simple weapons, martial weapons 
  Tools: None 
  Saving Throws: Strength, Charisma 
  Skills: Choose two from Animal Handling, Arcana,  
  Athletics, Deception, Intimidation, Nature,  
  Perception, and Survival 
   
  Equipment 
  You start with the following equipment, in addition  
  to the equipment granted by your background: 
  • (a) a greataxe or (b) any martial melee weapon 
  • (a) two handaxes or (b) any simple weapon 
  • An explorer’s pack and four javelins 
   
  Lvl 
  Rages 
  Dam 
  C’rip 
  Spells 
  Slots 
  Lvl 
  Invoc 
   
  1 
  2 
  +2 
  2 
  2 
  1 
  1st 
  - 
  Rage, Pact Magic 
  2 
  2 
  +2 
  2 
  3 
  2 
  1st 
  1 
  Reckless Attack, Danger Sense 
  3 
  3 
  +2 
  2 
  4 
  2 
  2nd 
  1 
  Pact Blade 
  4 
  3 
  +2 
  3 
  5 
  2 
  2nd 
  1 
  Ability Score Improvement 
  5 
  3 
  +2 
  3 
  6 
  2 
  3rd 
  2 
  Fast Movement 
  6 
  4 
  +2 
  3 
  7 
  2 
  3rd 
  2 
  Rage Casting 
  7 
  4 
  +2 
  3 
  8 
  2 
  4th 
  2 
  Feral Instinct 
  8 
  4 
  +2 
  3 
  9 
  2 
  4th 
  2 
  Ability Score Improvement 
  9 
  4 
  +3 
  3 
  10 
  2 
  5th 
  3 
  Brutal Critical 
  10 
  4 
  +3 
  4 
  10 
  2 
  5th 
  3 
   
  11 
  4 
  +3 
  4 
  11 
  3 
  5th 
  3 
  Relentless Rage 
  12 
  5 
  +3 
  4 
  11 
  3 
  5th 
  3 
  Ability Score Improvement 
  13 
  5 
  +3 
  4 
  12 
  3 
  5th 
  3 
  Mystic Arcanum (6) 
  14 
  5 
  +3 
  4 
  12 
  3 
  5th 
  3 
   
  15 
  5 
  +3 
  4 
  13 
  3 
  5th 
  4 
   
  16 
  6 
  +4 
  4 
  13 
  3 
  5th 
  4 
  Ability Score Improvement 
  17 
  6 
  +4 
  4 
  14 
  4 
  5th 
  4 
  Mystic Arcanum (7) 
  18 
  6 
  +4 
  4 
  14 
  4 
  5th 
  4 
   
  19 
  6 
  +4 
  4 
  15 
  4 
  5th 
  4 
  Ability Score Improvement 
  20 
  6 
  +4 
  4 
  15 
  4 
  5th 
  4 
  Mystic Arcanum (8) 
   
   
   
   
   
  
   
  10 
  Rage 
  In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 
  While raging, you gain the following benefits if you aren’t wearing heavy armour: 
  • You have advantage on Strength checks and Strength saving throws. 
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases 
  as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. 
  • You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t 
  cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t 
  attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. 
  Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian 
  table, you must finish a long rest before you can rage again. 
   
  Pact Magic 
  Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 
   
  Cantrips 
  You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your 
  choice at higher levels, as shown in the Cantrips Known column of the Ragepact table. 
   
  Spell Slots 
  The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; 
  all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must 
  expend a spell slot. You regain all expended spell slots when you finish a short or long rest. 
   
  Spells Known of 1st Level and Higher 
  At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column 
  of the Ragepact table shows when you learn more spells of your choice of 1st level and higher. A spell you 
  choose must be o f a level no higher than what’s shown in the table's Slot Level column for your level.  
   
  Reckless Attack 
  Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you 
  make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on 
  melee weapon attack rolls using Strength or touch spell attacks during this turn, but attack rolls against you 
  have advantage until your next turn. 
   
  Danger Sense 
  At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge 
  when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you 
  can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. 
   
  Eldritch Invocations 
  In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that 
  imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your 
  invocation options are detailed at the end of the class description. When you gain certain ragepact levels, you 
  gain additional invocations of your choice, as shown in the Invocations Known column. Additionally, when you 
  gain a level in this class, you can choose one of the invocations you know and replace it with another 
  invocation that you could learn at that level. 
   
  Pact of the Blade 
  You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee 
  weapon takes each time you create it. It must be a simple or martial weapon. This weapon counts as magical 
  for the purpose of overcoming resistance and immunity to non-magical attacks and damage. 
  When using a pact weapon, you may expend a spell slot to do extra damage to an opponent. The extra 
  damage is equal to 1d8 plus 1d8 per level of the spell slot expended. 
  
   
  11 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can’t increase an ability score above 20 using this 
  feature. 
   
  Fast Movement 
  Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armour. 
   
  Rage Casting 
  At 6th Level, you are able to cast evocation or 
  abjuration spells and can concentrate on these spells 
  while raging. 
   
  Feral Instinct 
  By 7th level, your instincts are so honed that you 
  have advantage on initiative rolls. Additionally, if you 
  are surprised at the beginning of combat and aren’t 
  incapacitated, you can act normally on your first turn, 
  but only if you enter your rage before doing anything 
  else on that turn. 
   
  Brutal Critical 
  Beginning at 9th level, you can roll one additional 
  weapon damage die when determining the extra 
  damage for a critical hit with a melee attack. This 
  increases to two additional dice at 13th level and 
  three additional dice at 17th level. 
   
  Relentless Rage 
  Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points 
  while you’re raging and don’t die outright, you can 
  make a DC 10 Constitution saving throw. If you 
  succeed, you drop to 1 hit point instead. Each time 
  you use this feature after the first, the DC 
  increases by 5. When you finish a short or long rest, 
  the DC resets to 10. 
   
  Mystic Arcanum 
  At 11th level, your patron bestows upon you a magical 
  secret called an arcanum. Choose one 6th-level spell 
  from the warlock spell list as this arcanum. You can 
  cast your arcanum spell once without 
  expending a spell slot. You must finish a long rest 
  before you can do so again. 
  At higher levels, you gain more warlock spells of your 
  choice that can be cast in this way: one 7th-level spell 
  at 13th level, one 8th-level spell at 15th level, and 
  one 9th-level spell at 17th level. You regain all uses of 
  your Mystic Arcanum when you finish a long rest. 
   
   
   
  Invocations: 
  Agonizing Blast 
  Armour of Shadows 
  Chains of Carceri 
  Devil’s Sight 
  Dreadful Word 
  Eldritch Sight 
  Eldritch Spear 
  Fiendish Vigour 
  Life Drinker 
  One with the Shadows 
  Otherworldly Leap 
  Repelling Blast 
  Thief of Five Fates 
  Thirsting Blade 
   
  Multiclassing 
  To multiclass you need both charisma and strength of 
  at least 13.  
  If you gain rage from more than one class, you use 
  the combined total for number of rages, but the 
  highest total for rage damage.  
  You can use rage casting when using the rage ability 
  of another class. 
  Add one half of your ragepact level to your caster 
  level when determining your multiclass spell casting 
  capability.          
  
   
  12 
  Troubadour  
  There are many legends of great knights who travel with minstrels who tell their tales, but there are also 
  knight who sing their own ballads, who use music to charm princesses and whose artistic talents inspire the 
  troops around them.  
   
  They travel from place to place singing songs, telling tails and fighting battles. They are more than just bards of 
  the school of valour and more than just warriors who can sing, troubadours are the epitome of nobility whose 
  love of life incorporates protecting it as much as making it enjoyable. 
   
  Level 
  Feature 
  1 
  2 
  3 
  4 
  5 
  1 
  Lay on hands, Bardic Inspiration 
  - 
  - 
  - 
  - 
  - 
  2 
  Spellcasting, Divine Smite 
  2 
  - 
  - 
  - 
  - 
  3 
  Combat Inspiration 
  3 
  - 
  - 
  - 
  - 
  4 
  Ability Score Improvement 
  3 
  - 
  - 
  - 
  - 
  5 
  Extra Attack, Inspiration (1d8) 
  4 
  2 
  - 
  - 
  - 
  6 
  Aura of Protection 
  4 
  2 
  - 
  - 
  - 
  7 
  Countercharm 
  4 
  3 
  - 
  - 
  - 
  8 
  Ability Score Improvement 
  4 
  3 
  - 
  - 
  - 
  9 
  Font of Inspiration 
  4 
  3 
  2 
  - 
  - 
  10 
  Inspiration (1d10) 
  4 
  3 
  2 
  - 
  - 
  11 
  Improved Divine Smite 
  4 
  3 
  3 
  - 
  - 
  12 
  Ability Score Improvement 
  4 
  3 
  3 
  - 
  - 
  13 
  Magical Secrets 
  4 
  3 
  3 
  1 
  - 
  14 
  Cleansing Touch 
  4 
  3 
  3 
  1 
  - 
  15 
  Battle Magic, Inspiration (1d12) 
  4 
  3 
  3 
  2 
  - 
  16 
  Ability Score Improvement 
  4 
  3 
  3 
  2 
  - 
  17 
  Magical Secrets 
  4 
  3 
  3 
  3 
  1 
  18 
  Aura Improvements 
  4 
  3 
  3 
  3 
  1 
  19 
  Ability Score Improvement 
  4 
  3 
  3 
  3 
  2 
  20 
   
  4 
  3 
  3 
  3 
  2 
   
  
   
  13 
  Creating a Troubadour 
  When building a troubadour ask why music is 
  such an important part of your life. Anyone can 
  don armour and use a sword, but why would a 
  knight turn to music rather than faith or simply 
  strength of arms. 
  Quick Build 
  Build a Troubadour quickly by putting your 
  highest ability scores into Charisma and 
  Constitution. You will also need good strength. A 
  low wisdom score is quite typical for this class. 
  Take the entertainer background. 
  Class Features 
  Hit points 
  Hit Dice: 1d 10 per troubadour level 
  Hit Points at 1st Level: 10 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per troubadour level after 1st 
   
  Proficiencies 
  Armor: Light armour, medium armour, heavy 
  armour, shields 
  Weapons: Simple weapons, martial weapons 
  Tools: Three Musical Instruments 
  Saving Throws: Constitution, Charisma 
  Skills: Choose two from Animal Handling, Arcana, 
  Athletics, Deception, Intimidation, Nature, 
  Performance, and Survival 
   
  Equipment 
  You start with the following equipment, in addition 
  to the equipment granted by your background: 
  • (a) a martial weapon and a shield or (b) two martial 
  weapons 
  • (a) five javelins or (b) any simple melee weapon 
  • (a) a priest’s pack or (b) an explorer’s pack 
  • Chain mail and a musical instrument 
  Lay on Hands 
  Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a 
  long rest. With that pool, you can restore a total 
  number of hit points equal to your troubadour level x 
  5. As an action, you can touch a creature and draw 
  power from the pool to restore a number of hit 
  points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 
  5 hit points from your pool of healing to cure the 
  target of one disease or neutralize one poison 
  affecting it. You can cure multiple diseases and 
  neutralize multiple poisons with a single use of Lay 
  on Hands, expending hit points separately for each 
  one. 
  This feature has no effect on undead and constructs. 
   
  Spell casting 
  By 2nd level, you have learned to draw on divine 
  magic through meditation and prayer to cast spells as 
  a cleric does.  
  Preparing and Casting Spells 
  The Paladin table shows how many spell slots you 
  have to cast your spells. To cast one o f your paladin 
  spells of 1st level or higher, you must expend a slot o f 
  the spell’s level or higher. You regain all expended 
  spell slots when you finish a long rest. You prepare 
  the list of troubadour spells that are available for you 
  to cast, choosing from the troubadour spell list. 
  When you do so, choose a number of spells equal to 
  your Charisma modifier + half your troubadour level, 
  rounded down (minimum o f one spell). The spells 
  must be of a level for which you have spell slots. 
  Casting the spell doesn’t remove it from your list of 
  prepared spells. You can change your list of prepared 
  spells when you finish a long rest. Preparing a new 
  list of spells requires time spent in prayer and 
  meditation: at least 1 minute per spell level for each 
  spell on your list. 
   
  Spell casting Ability 
  Charisma is your spellcasting ability for your spells, 
  since their power derives from the strength of your 
  convictions. 
   
  Spell casting Focus 
  You can use a holy symbol as a spellcasting focus for 
  your spells. 
   
  
   
  14 
  Divine Smite 
  Starting at 2nd level, when you hit a creature with a 
  melee weapon attack, you can expend one paladin 
  spell slot to deal radiant damage to the target, in 
  addition to the weapon’s damage. The extra damage 
  is 2d8 for a 1st-level spell slot, plus 1d8 for each spell 
  level higher than 1st, to a maximum of 5d8. The 
  damage increases by 1d8 if the target is an undead or 
  a fiend. 
   
  Bardic Inspiration 
  You can inspire others through stirring words or 
  music. To do so, you use a bonus action on your turn 
  to choose one creature other than yourself within 60 
  feet of you who can hear you. That creature gains 
  one Bardic Inspiration die, a d6. 
  Once within the next 10 minutes, the creature can 
  roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The 
  creature can wait until after it rolls the d20 before 
  deciding to use the Bardic Inspiration die, but must 
  decide before the DM says whether the roll succeeds 
  or fails. Once the Bardic Inspiration die is rolled, it is 
  lost. A creature can have only one Bardic Inspiration 
  die at a time. 
  You can use this feature a number of times equal to 
  your Charisma modifier (a minimum of once). You 
  regain any expended uses when you finish a long 
  rest. Your Bardic Inspiration die changes when you 
  reach certain levels in this class. The die becomes a 
  d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th 
  level.  
   
  Combat Inspiration 
  Also at 3rd level, you learn to inspire others in battle. 
  A creature that has a Bardic Inspiration die from you 
  can roll that die and add the number rolled to a 
  weapon damage roll it just made. Alternatively, when 
  an attack roll is made against the creature, it can use 
  its reaction to roll the Bardic Inspiration die and add 
  the number rolled to its AC against that attack, after 
  seeing the roll but before knowing whether it hits or 
  misses. 
   
  Countercharm 
  At 6th level, you gain the ability to use musical notes 
  or words of power to disrupt mind-influencing 
  effects. As an action, you can start a performance 
  that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of 
  you have advantage on saving throws against being 
  frightened or charmed. A creature must be able to 
  hear you to gain this benefit. The performance ends 
  early if you are incapacitated or silenced or if you 
  voluntarily end it (no action required). 
   
   
  Extra Attack 
  Starting at 6th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your 
  turn. 
   
  Font of Inspiration 
  Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you 
  finish a short or long rest. 
   
  Aura of Protection 
  Starting at 6th level, whenever you or a friendly 
  creature within 10 feet o f you must make a saving 
  throw, the creature gains a bonus to the saving throw 
  equal to your Charisma modifier (with a minimum 
  bonus o f +1). You must be conscious to grant this 
  bonus. At 18th level, the range of this aura increases 
  to 30 feet. 
   
  Improved Divine Smite 
  By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine 
  power with them. Whenever you hit a creature with 
  a melee weapon, the creature takes an extra 1d8 
  radiant damage. If you also use your Divine Smite 
  with an attack, you add this damage to the extra 
  damage of your Divine Smite. 
   
  Cleansing Touch 
  Beginning at 14th level, you can use your action to 
  end one spell on yourself or on one willing creature 
  that you touch. You can use this feature a number of 
  times equal to your Charisma modifier (a minimum of 
  once). You regain expended uses when you finish a 
  long rest. 
   
  Battle Magic 
  At 14th level, you have mastered the art of weaving 
  spellcasting and weapon use into a single harmonious 
  act. When you use your action to cast a troubadour 
  spell, you can make one weapon attack as a bonus 
  action. 
   
  Magical Secrets 
  By 10th level, you have plundered magical knowledge 
  from a wide spectrum of disciplines. Choose two 
  spells from any class, including this one. A spell you 
  choose must be of a level you can cast. The chosen 
  spells count as troubadour spells for you and are 
  included in the number in the Spells Known column. 
   
  
   
  15 
  Troubadour Spells: 
   
  1st Level 
  Bless 
  Charm Person 
  Cure Wounds 
  Detect Magic 
  Disguise Self 
  Divine Favour 
  Heroism 
  Longstrider 
  Protection from Evil and Good 
  Purify Food and Drink 
  Shield of Faith 
   
  2nd Level 
  Aid 
  Calm Emotion 
  Enthral 
  Find Steed 
  Lesser Restoration 
  Magic Weapon 
  Silence 
   
  3rd Level 
  Create Food and Water 
  Daylight 
  Dispel Magic 
  Magic Circle 
  Remove Curse 
  Tongues 
   
  4th Level 
  Confusion 
  Death Ward  
  Locate Creature 
   
  5th Level 
  Dispel Evil and Good 
  Dream 
  Raise Dead 
   
   
  Multiclassing 
  A Troubadour must have Strength and Charisma of 
  13 to multiclass. 
  If they gain bardic music from another class, the 
  number of uses does not increase, but they may use 
  the largest of inspiration dice. 
  If they gain lay on hands, the total amount of healing 
  is cumulative. 
  Add one half of your troubadour level to your caster 
  level when determining your multiclass spell casting 
  capability. 
   
   
  
   
  16 
  Archetypes for existing classes 
  Ranger: Beast rider 
  Keeping low and covered, the pack surged forward 
  until they reached the clearing and their prey. Six 
  hounds leapt upon the ogre, but the seventh hound 
  was far more dangerous: It had a rider, a young 
  Halfling with a shortsword. The ogre looked down, 
  for just a moment and saw only the sharp end of the 
  blade as the Halfling leapt from the mount and struck 
  the ogre right between the eyes. 
  Elite mounted warriors 
  The Beast rider is different from a cavalry unit and 
  different from a beast master, they are a well-trained 
  small sized rider that makes use of Hounds, boars or 
  other small mounts. 
  Creating a Beast Rider  
  The Beast Rider is an option for a ranger to take at 3rd 
  level instead of the existing archetypes 
  Racial Restriction: You must be small sized to take 
  this archetype such as a Halfling or a gnome. 
  Mount: At 3rd level, you gain a mount that 
  accompanies you on your adventures and is trained 
  to carry or fight alongside you. Choose a beast from 
  the following: Axebeak, Mastiff, Giant Lizard, Goat or 
  Boar.  
  Add your proficiency bonus to the beast’s AC, attack 
  rolls, and damage rolls, as well as to any saving 
  throws and skills it is proficient in. Its hit point 
  maximum equals its normal maximum or four times 
  your ranger level, whichever is higher. 
  The beast obeys your commands as best as it can. It 
  takes its turn on your initiative, though it doesn’t 
  take an action unless you command it to.  
  On your turn, you can verbally command the beast 
  where to move (no action required by you). You can 
  use your action to verbally command it to take the 
  Attack, Dash, Disengage, Dodge, or Help action. Once 
  you have the Extra Attack feature, you can make one 
  weapon attack yourself when you command the 
  beast to take the Attack action. 
  While traveling through your favoured terrain while 
  riding the beast, you can move stealthily at a normal 
  pace.  
   
  If the beast dies, you can obtain another one by 
  spending 8 hours magically bonding with another 
  beast that isn’t hostile to you, either the same type of 
  beast as before or a different one. 
  Reach Attack: At 7th Level, you are so adept with your 
  mount that you can use acrobatic tricks to reach 
  further when you attack. Any melee weapon you use 
  gains the reach ability. 
  Quick Mount: At 7th Level, it only costs 5 feet of 
  movement to mount your beast. 
  Combat Training: At 11th Level, you can train your 
  beast to use additional actions in combat. 
  You can use a bonus action to command it to Attack, 
  Dash, Disengage or Help. This requires the beast to 
  use its action. 
  You can use your action to command it to trip, hide, 
  grapple or shove. 
  Save Me: At 11th Level, your beast can be equipped 
  with a small container of good-berries (or a healing 
  potion) that the beast can use to heal you if you are 
  unconscious and unable to give it orders.  
   
  Sneak Attack: At 15th Level, your beast gains the 
  ability to do a sneak attack when it uses its natural 
  attack. Once per turn, it can deal an extra 4d6 
  damage to one creature it hits with an attack if it is 
  being ridden and the rider isn’t incapacitated, and 
  the beast doesn’t have disadvantage on the attack 
  roll. 
   
   
   
   
  
   
  17 
  Eldritch Cleric 
  They say only a tiefling would devote themselves to 
  the service of a deity while still tapping into a pact 
  with an ancient force, and they would be right. Only a 
  tiefling would do such a thing. 
  Servant of Two Masters 
  The Eldritch cleric is an enigmatic creature, a servant 
  of two masters; one they serve openly, the other in 
  secret. Do the two masters have the same goals or is 
  the tiefling using one to undermine the other?  
  Racial Restriction: Only a tiefling may take this cleric 
  option. This is chosen at level 1 in place of a domain. 
  Spells: The Eldritch Cleric gains the following spells: 
  Level 
  Spells 
  1st 
  Expiditious Retreat, Unseen Servant 
  3rd 
  Misty Step, Enthrall 
  5th 
  Fear, Vampiric Touch 
  7th 
  Banishment, Blight 
  9th 
  Contact Other Plane, Dream 
   
  Pact Magic: At 1st Level you gain the Eldritch Blast 
  cantrip. This is in addition to the cantrips known as a 
  cleric. You may use wisdom or charisma as your spell 
  casting ability for this cantrip. 
  Powerful Pact: At 2nd level, you may channel divinity 
  to maximise the damage done by your eldritch blast. 
  Pact of the Tome: At 3rd Level, your patron gives you 
  a grimoire called a Book of Shadows. When you gain 
  this feature, choose three cantrips from any class’s 
  spell list (the three needn’t be from the same list). 
  While the book is on your person, you can cast those 
  cantrips at will. They don’t count against your 
  number of cantrips known.  
  If they don’t 
  appear on the 
  cleric spell list, 
  they are 
  nonetheless cleric 
  spells for you. If 
  you lose your 
  Book of Shadows, 
  you can perform a 
  1‑hour ceremony 
  to receive a replacement from your patron. This 
  ceremony can be performed during a short or long 
  rest, and it destroys the previous book. The book 
  turns to ash when you die. 
  Divine Strike: At 8th Level, you gain the ability to 
  infuse your weapon strikes with divine energy. Once 
  on each of your turns when you hit a creature with a 
  weapon attack, you can cause the attack to deal an 
  extra 1d8 necrotic damage to the target. When you 
  reach 14th level, the extra damage increases to 2d8. 
  The Great Gift: At 17th Level you receive any two 
  warlock invocations that you meet the pre-requisites 
  for. 
   
  Feats 
  Multitask You have become quite adept at 
  concentrating on spells. You are now able to 
  concentrate on a second spell by using your bonus 
  action each round. It does tax you though and if you 
  are forced to make a concentration check, you do so 
  at disadvantage and both spells end if you fail. 
  Diverse Caster You may add a single spell from 
  another class spell list to your own. If you are a 
  wizard, you gain the spell in your spell book and can 
  prepare it. If you are a cleric or druid the new spell 
  becomes available to you when preparing spells. If 
  you have a spells known list, this new spell is added 
  to that list and can be cast at any time. The spell uses 
  your own spell casting ability for saving throws and 
  attack rolls. 
  Student of Sorcery There is just enough draconic 
  blood in your veins that you can modify the magic 
  you already use. You gain one sorcery point and one 
  meta-magic ability that must be chosen from abilities 
  that cost one sorcery point. You can take this feat 
  multiple times, gaining an additional sorcery point 
  and meta-magic ability each time. 
  Surge Trigger Pre-requisite: Must be a wild 
  sorcerer. As a bonus action, for the cost of one 
  sorcery point, you may trigger a wild magic surge and 
  roll on the wild magic table. 
   
  
   
  18 
  Feat Synergies 
  The feats presented in the core rules cover a lot of 
  situations and improve a lot of characters’ abilities. It 
  is often a difficult choice to select a feat or a bonus to 
  abilities. Feat Synergies make that choice a little 
  more complicated. 
  Each feat grants the character an ability. A feat 
  synergy is an additional ability that is gained by a 
  character that possess two specific feats that work 
  well together. 
   
  Intestinal Fortitude If you have both the tough 
  and Durable feats, you gain 1 DR to bludgeoning, 
  slashing and piercing (stacks with heavy armour 
  master) 
  Attack and Parry If you have Defensive Dualist and 
  Dual Wielder feats, you can forgo off hand attack to 
  and use that weapon to parry. You may add your 
  proficiency bonus to your Armour Class for the 
  round. 
  Sure Destruction If you have Savage Attacker and 
  Great Weapon Master feats, when you attack, you 
  can wait to see the result of the attack before 
  deciding if you are going to deal extra damage 
  Focused Dabbler If you have the Magic Initiate 
  and Elemental Adept feats, you gain an additional use 
  of your level 1 spell if it matches the element you 
  have mastered. 
  Shield Hiding If you have Shield Master and Skulker 
  feats you gain the ability to camouflage your shield to 
  hide behind it as though you are lightly obscured. 
  While doing this, when an attacker that you can see 
  hits you with an attack, you can use your reaction to 
  halve the attack’s damage against you. 
  Steadfast Defence If you have Medium Armour 
  Mastery and Shield Master feats, you may add your 
  shield bonus to any constitution saving throws you 
  need to make to avoid or ignore damage. You may 
  add your shield bonus to your strength roll when 
  avoiding trips, pushes etc. 
   
   
  Spell Shooter If you have Spell Sniper and Sharp 
  shooter feats you may treat your spell attacks as a 
  ranged attack weapon to gain the benefits of 
  Sharpshooter. 
  Determined Charger If you have the Mobile and 
  Charger feats, you impose disadvantage on anyone 
  carrying out an opportunity attack against you during 
  a round in which you charge. 
   
   
   
   
   
   
  
   
  19 
   
  Coming Soon from Rats in the Rain: 
   
  Threats of Villainy 
  A collection of monsters and monster options to 
  expand on the available threats. Many of these 
  appear in Rats in the Rain modules, but others are 
  just for you. 
   
  The Compendium 
  A compilation in a single volume that contains all the 
  Rats in the Rain character options presented to date, 
  which will be included in the rules expansion bundle 
  at no added cost. 
   
   
   
   
   
  Year of the Hammer 
   
  Fifteen years after the campaign was originally run, in 
  2017 Year of the Hammer will finally be published as 
  a six-part adventure. 
   
  Bear witness to the night the dwarven hammers 
  turned against us. 
   
  Then Join the battle for freedom; work alongside 
  rogues and assassins against an enemy that should 
  be your friend in an adventure unlike any other. 
   
   
  Acknowledgements 
  With thanks to: 
   
  My play testers, who remain anonymous for 
  their own protection 
  (when I find rules that don’t balance I always 
  blame the play testers for not spotting that) 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are distributed 
  royalty free. Please advise immediately if this 
  is not the case. 
   
  Wizards of the Coast for the SRD 5E rules and 
  OGL 
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  20 
  designs; and any other trademark or registered trademark 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, Inc. System 
  Reference Document 5.0 Copyright 2016, Wizards of the 
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  Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
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  Townshend, based on original material by E. Gary Gygax 
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  END OF LICENSE 
   
   
   
   
  
   
   
   
   
   
   
   
  R510 Options of Heroism 
  More character options for the fifth edition of the world’s defining role 
  playing game. 
  In this volume: 
   New Races: Bugbear, Goblin, Gnoll… 
   New Classes: Troubadour, Ragepact 
   New Class Options: Beast Rider, Eldritch Cleric 
   New Feats and Introducing Feat Synergies 
  There’s something for everyone! 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rats in the Rain/Options of Heroism.pdf