TEXT: Finn's Tome of Lost Heroes
  
  Table of Contents
  Page #
  Content
  Page #
  Content
  2
  Part 1: Summary of Content
  102
  Part 4: Subclasses
  3
  Part 2: Classes
  103
  • Introduction
  4
  • Introduction
  104
  • Barbarian
  5
  • The Avatar
  106
  • Bard
  13
  • The Chrononaut
  108
  • Blood Hunter
  21
  • The Disciple
  110
  • Cleric
  27
  • The Drakeblood
  113
  • Druid
  36
  • The Mistborn
  116
  • Fighter
  48
  • The Psychic
  120
  • Monk
  57
  • The Seer
  123
  • Paladin
  63
  • The Fisherman
  125
  • Ranger
  70
  • The Light Bearer
  128
  • Rogue
  78
  • The Scout
  132
  • Sorcerer
  83
  • The Spear Bearer
  134
  • Warlock
  91
  • The Wave Controller
  137
  • Wizard
  100
  Part 3: Customization
  139
  Part 5: Weapons
  100
  • Multiclassing
  140
  • Exotic
  101
  • Feats
  141
  • Dragonbane
  ––
  –––
  142
  • Trick
  PART I
  Summary of Content
  2
  
  Classes
  Class
  Description
  Hit
  Die
  Primary
  Ability
  Saving
  Throws
  Armor and Weapon
  Proficiencies
  Avatar
  A powerful, supernatural entity with nearly all of its
  memories lost, taking mortal form to regain their
  lost past and power.
  d8
  Charisma
  Constitution
  & Charisma
  Light and medium armor,
  shields, simple and martial
  weapons
  Chrononaut
  A time traveling scientist with power in their
  convictions and advanced technology from the far
  future.
  d8
  Dexterity &
  Intelligence
  Dexterity &
  Intelligence
  Simple weapons and all one­
  handed firearms
  Disciple
  A radiant warrior and cooperator who assists their
  allies in battle with a luminous magic and sword in
  tandem.
  d10
  Strength or
  Dexterity &
  Wisdom
  Strength &
  Wisdom
  Light and medium armor,
  shields, simple and martial
  weapons
  Drakeblood A tribesman who steals blood and bone magic
  from ancient, bound Titans deep beneath the earth. d10
  Strength or
  Dexterity &
  Charisma
  Constitution
  & Charisma
  Light and medium armor
  (nonmetal), shields
  (nonmetal), simple and
  martial weapons.
  Mistborn
  A mystic scoundrel equally skilled with their innate
  art of allomancy and trained art of stealth.
  d8
  Constitution
  & Wisdom
  Dexterity &
  Intelligence
  Light armor, simple weapons,
  shortswords, hand
  crossbows, rapiers, nets and
  whips
  Psychic
  A strong minded practitioner of the ancient school
  of Psionic spellcasting.
  d6
  Intelligence Intelligence
  & Wisdom
  Simple weapons
  Seer
  A trained manipulator of chronomancy, able to see
  and manipulate the Time­Flow using games and
  visions.
  d8
  Wisdom
  Wisdom &
  Charisma
  Light armor, simple weapons
  Fisherman
  A warrior and skilled swordsman who also
  manipulates the Shinsu in the air to gain martial
  advantage.
  d10
  Strength or
  Dexterity &
  Wisdom
  Strength &
  Dexterity
  Light and medium armor,
  simple, martial and exotic
  weapons
  Light
  Bearer
  A mastermind and battlefield coordinator, using
  special magical Lighthouses and Shinsu magic to
  assist their party from the back lines.
  d6
  Intelligence
  Constitution
  &
  Intelligence
  Light armor, quarterstaffs,
  knives, shortswords, maces,
  clubs, sickles, light
  crossbows, and hand
  crossbows
  Scout
  An dexterous speedster and survivalist capable of
  manipulating Shinsu to reach near sonic speeds.
  d8
  Dexterity
  Strength &
  Dexterity
  Light armor, simple weapons,
  shortswords, needles, hand
  crossbows, rapiers
  Spear
  Bearer
  A long ranged, thrown weapon specialist who uses
  Shinsu to infuse their thrown attacks with magic.
  d10 Strength &
  Wisdom
  Strength &
  Wisdom
  Light and medium armor,
  shields, simple weapons,
  halberds, pikes, and tridents
  Wave
  Controller
  A magical fighter who manipulates the power of
  natural Shinsu with the assistance from a
  mysterious Administrator to create spectacular
  pact magics.
  d8
  Charisma
  Constitution
  & Charisma Light armor, simple weapons
  PART II
  Classes
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  These new classes hope to offer unique play styles and flavors
  to games that offer them. They are all full and playable
  classes. The change log for all of them is at the end of their
  class description.
  There are several classes that are blatantly based off of a
  certain franchise, such as the Disciple, which is a support
  class based off of the different covenants of light in the Dark
  Souls video game trilogy. There will be a note at the beginning
  of every class description about where inspiration was taken,
  so that the flavor text does not get confusing.
  I also have linked these classes into themed "sets", pairing
  them based on their general flavor and utility. You will notice
  that all these classes imply they are rare and non existent in
  some game worlds, so check with your DM if they would allow
  you to play one of these classes.
  
  The Avatar, Drakeblood, and Psychic all are classes that
  result in magic that is far older than the well-structured and
  scholarly magic of the arcane schools or otherwise. Avatars
  have existed fora s long as deities and pwerful spirits have
  wanted to exist on the material plane, Drakebloods and
  Psychics give rise to the more modern Rangers, Warlocks,
  Mystics and Wizards.
  These three classes work very well in campaigns where
  magic is new or strange, and perhaps the well-regimented
  magic of the base 5e classes aren't as chaotic or "magic-y" for
  the DM's liking. They also all focus on physical alterations and
  mutations, and could be used for games in which magic
  physically changes a caster.
  
  The Chrononaut and the Seer are two classes closly linked to
  chronomancy, the magic and mystical science of manipulating
  time and the multiple strands of time. Allowing the use of
  chronomancy and these types of characters, who at higher
  levels can time travel to alternate pasts and bring back things
  from teh past, requires an experienced and flexible DM.
  These two classes more than any require a certain type of
  suspension of disbelief that other classes don't, and they work
  amazingly in Sci-Fi inspired campaigns, such as Spelljammer
  or Ebberon type games.
  
  Two classes, the Disciple and the Mistborn, are based off of
  two entertainment franchises- one being the Dark Souls video
  game trilogy and the other being Brandon Sanderson's
  fantasy book series Mistborn. Regardless, they are, in my
  mind, well suited to D&D, though they both rely heavily on
  certain objects being available in the environment- for the
  Disciple, it is at least two allies to hold their Token of Alliance,
  and for the Mistborn, it is metals and ample metallic objects
  to manipulate- otherwise their class features fall short.
  Additionally, these two classes both operate on a form of
  Vancian Magic, which simply means you have to prepare
  individual castings of spells when you complete your long rest,
  as opposed to preapring many spells but casting them in any
  combination with spell slots. This can be cumbersome for
  players unused to it.
  I've found the Disciple as a fantastic mechanical alternative
  to the Paladin (although the Paladin is a fun class in and of
  itself), and the Mistborn fits the same niche that Arcane
  Trickster Rogues and most Bards can.
  
  And lastly, the last five classes- the Fisherman, Light Bearer,
  Scout, Spear Bearer, and Wave Controller- are listed at the
  end of the list because they are all together in a group called
  the Tales of Shinsu, all inspired by the webcomic Tower of
  God on Line Webtoon. They all manipulate a particular
  magical force in the air that sometimes flows into a liquid
  called Shinsu, and can likened to the raw stuff of matter in
  Limbo in a 5th edition D&D setting.
  These classes are all designed to be unique standalone
  classes, and are all fueled by this Shinsu energy. If such an
  energy is non-existant in your game world, than these classes
  may not fit in, or they can be changed to manipulate elemental
  energies.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  With a cry of fury, a half-elven man charges at his foes, his
  warhammer glowing with primordial might. Then, as he
  swings his weapon, nearby fires are sucked into his weapon,
  and they explode outwards in a shower of sparks.
  Clutching an unfamiliar holy symbol, a dwarven woman
  stands protectively over a farmer. As the orc approaches, a
  flare of raidant energy flashes from her eyes as he drops to the
  ground, the corporeal essence of his soul being dragged from
  his body.
  Swift and precise, a human man swings his staff, moving
  from target to target with supernatural speed. His mind is
  calulating, and as he slams his staff into the last enemy's skull,
  he comes out of his learned stance.
  When a powerful, extra-planar entity is sundered, slain, or
  created, they sometimes fall to the earth as Avatars- natural
  warriors who search for their past in trials of combat.
  Although most do not know their origin, the allure of battle
  can bring out the greatest memories in these Avatars, and
  teach them of their past.
  
  Avatars usually do not know their origins, as they lose most of
  their memories when they are created. However, each avatar
  has a single object that reminds them of their past and can
  connect them with their larger pool of memories, called their
  heritage. These are called Mementos, and they usually take a
  form that hints at what you were before you fell to the
  material plane.
  For instance, a Memento of an Avatar of slain sun god might
  take on the form of an unusual holy symbol, unlike any found
  in other pantheons. Or, the Memento of a man-made Avatar
  who was created by a cult of demon-worshippers might take
  the form of a mask with a demonic face on it.
  Whenever you create an Avatar, either roll for a Memento
  on the list below or choose one. You can also ask your DM to
  choose a Memento for you, since some players might not
  know the specifics of their heritage other than their avatar
  bond.
  Memento Form
  1d20 Memento
  1d20 Memento
  1
  Hourglass
  11
  Weapon Sheathe
  2
  Mask
  12
  Holy Symbol
  3
  Doll
  13
  Jewlery
  4
  Pendant
  14
  Helm
  5
  Flask
  15
  Skull
  6
  Standard
  16
  Flower
  7
  Crystal
  17
  Gemstone
  8
  Ring
  18
  Steel Mirror
  9
  Cloak
  19
  Brooch
  10
  Instrument
  20
  Tattoo
  
  When an avatar is formed on the material plane, they are not
  usually born, although conceptions of avatars are not entirely
  unheard of, especially in the devout. On still nights, when the
  astral bodies of the world are in line, the magical Weave of the
  world comes together to create a Vessel for the avatar to
  inhabit. Oftentimes, these vessels take the form of the nearest
  inhabitants of the world, and creatures in the area are
  magically compelled to take care of the infant avatar until it is
  old enough to take care of itself.
  Since the Avatar's vessel is created by magical means, it is
  not considered a humanoid for the purposes of spells such as
  magic circle or detect good and evil, but rather a type
  determined by its heritage. As such, characters who hunt
  these creatures often hunt Avatars as well- and they are often
  considered the greatest prey to capture, and can be sold to
  dark mages for quite a high fee. As such, most avatars try to
  avoid creatures who can cast these types of spells by all
  means.
  
  Most mortal creatures cannot create an avatar, for it requires
  an immense amount of insight into the functionings of the
  world. As such, most avatars are either the remnants of
  incredibly powerful celestials, or even gods, or the remnants
  of a fallen arch-demon or arch-devil. Sometimes fractions of a
  mad god's mind will fall to the material plane as an Avatar, a
  body that eventually finds its own soul and path.
  
  An Avatar's origin is, strangely enough, not the most
  important thing to consider when creating an Avatar. Rather,
  their relationship to the world they entered, and how they
  discovered their new powers or adjusted to their world is
  more important, and their true background should come out
  through play as you progress through the class features.
  Of course, think of how your gifts manifested. Did you
  suddenly find your Memento on your bed, and it gave you
  great memories of a strange lifetime past when you touched
  it? Or were you approached by emissaries of another powerful
  being, realizing that you were not gone or destroyed, and they
  tried to finish the job? As you uncover memories, work with
  your DM to discover what exactly these memories are, and
  what they may mean for your character's story.
  
  You can make an avatar quickly by following these
  suggestions. First, make Charisma your highest ability score,
  followed by Constitution. Second, choose the Acolyte or
  Haunted One background.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Avatar
  Level
  Proficiency
  Bonus
  Features
  Recall
  Points
  Memento
  Die
  1st
  +2
  Memento, Avatar
  Bond
  –
  1d4
  2nd
  +2
  Recall Power,
  Counter­Possession
  2
  1d4
  3rd
  +2
  Bond Feature
  3
  1d4
  4th
  +2
  Ability Score
  Improvement
  4
  1d4
  5th
  +3
  Extra Attack
  5
  1d6
  6th
  +3
  Revitilization
  6
  1d6
  7th
  +3
  Bond Feature
  7
  1d6
  8th
  +3
  Ability Score
  Improvement
  8
  1d6
  9th
  +4
  Memento Forms
  9
  1d8
  10th
  +4
  Unfathomable
  Memory
  10
  1d8
  11th
  +4
  Bond Feature
  11
  1d8
  12th
  +4
  Ability Score
  Improvement
  12
  1d8
  13th
  +5
  Malleable Vessel
  13
  1d8
  14th
  +5
  Memento Forms
  14
  1d8
  15th
  +5
  Unfathomable
  Memory Upgrade
  15
  1d10
  16th
  +5
  Ability Score
  Improvement
  16
  1d10
  17th
  +6
  Bond Feature
  17
  1d10
  18th
  +6
  Supernatural Vessel
  18
  1d10
  19th
  +6
  Ability Score
  Improvement
  19
  1d10
  20th
  +6
  True Form
  20
  1d10
  
  As an Avatar, you gain the following features.
  
  Hit Die: 1d8 per Avatar level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points after 1st Level: 1d8 (or 5) + your Constitution
  modifier
  
  Armor: Light, Medium, Shields 
  Weapons: Simple 
  Tools: None 
  Saving Throws: Constitution, Charisma 
  Skills: Choose 2 from Athletics, History, Insight, Nature,
  Perception, Persuasion, or Religion.
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a mace or (b) a maul (if proficient) or (c) a warhammer
  (if proficient).
  (a) 3 javelins or (b) a light crossbow and 20 bolts.
  (a) a set of leather armor or (b) scale mail or (c) chain mail
  (if proficient).
  (a) an explorer's pack or (b) a priest's pack.
  A Memento and a shield.
  
  When you become aware of your heritage, this realization
  focuses into the form of a Memento. Strange, arcane objects,
  Mementos are clues to your past, and manifest as such. While
  appearing a mundane item, your Memento is the most
  powerful object an Avatar has, because it can be used to tap
  into the strength of your heritage. As an Avatar, you generally
  don't choose the form of your Memento, but it is usually a
  small item that can be moved from place to place easily.
  While you have your Memento within 5 feet of you, you can
  use a bonus action to attempt to Siphon memories of your
  past power. For the next minute, you are Siphoning your
  memento for as long as it is within 5 feet of you. You gain
  certain benefits based on your Avatar Bond while siphoning
  your memento. Alternatively, you can end siphoning early
  when you activate a Siphon Ability.
  If your Memento is destroyed, you can summon a new one
  by performing a 2 hour ritual of introspection. When you
  summon a new Memento, the toll is severe, and you accrue a
  point of exhaustion.
  
  As an action, you imbue yourself with the power of your
  heritage. For the next minute or until you begin Siphoning
  from your Memento again, you can deal an additional amount
  of Force damage equal to your Memento Die whenever you
  deal weapon damage.
  You must Concentrate on this ability as if concentrating on
  a spell. If you lose Concentration on this ability by taking
  damage, you suffer its Overcharge Drawback.
  Overcharge
  When activating Raw Power, you can spend 1 Recall Point to
  empower your ability and add your Charisma modifier to any
  force damage you deal while using the ability.
  Drawback. You take psychic damage equal to your
  Memento Die and are blocked from siphoning for 1 minute, or
  until you succeed on your Overcharge save.
  6
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Whether you realized it or not, you have begun to tap into your
  hidden potential as something greater. You choose a Bond
  related to your heritage: the Incarnate, the Elementa, or the
  Heir. Your choice also grants you additional ways to use your
  Memento and Recall Power at 3rd level, and additional
  features at 7th, 11th, and 17th level.
  
  At 2nd level, you can recall your abilities from your heritage
  more easily, developing a pool of tolarance you can recall
  every day, each manifesting as a Recall ability. You have a
  number of Recall Points equal to your level, as shown on the
  Avatar class table.
  These points fuel many features of the class, including the
  Overcharge of Siphon abilities. When you Overcharge a
  Siphon ability, you must succeed on an Constitution saving
  throw equal to your Overcharge Save DC or suffer the
  drawback and be unable to from siphon your Memento for an
  amount of time determined by the drawback description.
  When you use a Recall Point, it is unavailable until you
  finish a short or long rest, at the end of which you gain all your
  Recall back for yourself. If you have your Memento within 5
  feet of you, you can perform a 10 minute ritual to regain all
  expended Recall points.
  Some of your Recall Features require your target to make a
  saving throw to resist the feature's effects. The saving throw
  DC is calculated as follows:
  Recall Save DC = 8 + your proficiency bonus + your
  Charisma modifier.
  Overcharge Save DC = 10 + 1/2 your level (rounded up)
  
  Also at 2nd level, your body becomes hollow and resistant to
  possession as you are partially assimilated back into your
  heritage. You have advantage on saving throws made against
  abilities that would possess or charm you.
  When you succeed against one of these saving throws and
  you can see a creature who was the source, you can use a
  reaction and expend 1 Recall Point cause that creature who to
  make a Charisma saving throw equal to their own save DC or
  be charmed by you for 1 minute.
  
  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.
  
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  Beginning at 6th level, you retain a shroud of protective aura
  whenever you bind the wounds of your vessel. Whenever you
  spend hit die to recover hit points, you also gain temporary hit
  points which last until your next short rest. These temporary
  hit points are equal to the amount of dice spent.
  Additionally, you learn a new Siphon Ability: Bolster.
  
  As an action, you can spend one or more Recall points to and
  choose a number of creatures within 30 feet of you equal to
  your Charisma modifier. Yourself and each one of those
  creatures all gain a number of temporary hit points equal to
  your Memento Die plus one additional Memento Die per
  Recall Point spent.
  
  At 9th level, you have learned enough about your Memento
  that you can shift its form to fit your needs better. You gain 1
  Memento Form of your choice. When you complete a short
  rest, you can choose to transform your Memento into a new
  form that you learned or back to its original form, so long as
  your Memento is within 5 feet of you for most of the rest.
  At 14th level, you can choose another form to change your
  Memento into. The Memento Forms are detailed at the end of
  the class description.
  
  At 10th level, due to your heritage, you can delve into the
  unfathomable millenia of experience you have hidden in your
  mind. When you activate a Siphon Ability, you can also make a
  Wisdom (Insight) check on a single creature, object, or place
  within 60 feet of you. The DC is equal to your Overcharge
  Save DC. On a success, you can know one of these options
  about the creature, object, or place.
  An overview of their ancient history (or their people's
  ancient history).
  Their race/creator/builder in a literal sense.
  If they had any previous lives or incarnations, and how
  many.
  Their Cleric class levels (if any).
  Their Warlock class levels (if any).
  Their deity or supernatural patron, or the deity or
  supernatural patron that was worshiped in the area.
  Their Charisma score.
  You also know if they have any Avatar levels and what Bond
  they have if they do. Once you use this feature, you cannot use
  it again until you complete a long rest.
  At 15th level, you can use your Unfathomable Memory on
  any creature, object, or place that you have seen and
  interacted with, even if it is not within range or if it is not alive
  or does not exist anymore. When you use your Unfathomable
  Memory in this way, the Wisdom (Insight) DC increases by 5.
  
  At 13th level, you have become able to change your vessel
  entirely. Shenever you finish a long rest, you can spend 4
  Recall Points and spend an hour to change your body. You can
  change your sex, or become androgynous; your apparent age
  (although it does not change the effects of old age on you);
  your voice; and your race.
  7
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  When you change your race, you can turn into any humanoid
  player race listed in the Players Handbook, such as a
  Mountain Dwarf or Human, or from any other source of player
  characters your DM allows. You must have seen a member of
  this race to transform into one.
  When you transform into a different race, you lose any
  racial features from your previous race and gain the ones from
  your new race. Your ability scores are not lowered or
  increased in this fashion, and you do not learn any new
  languages (unless gained by a subrace feature). If you
  transform into a race in which you would die as a result of
  your old age, the lethal aging is suspended for one year, at
  which point you must transform into another race or die of old
  age.
  After using this ability, you cannot use it again until one
  week has passed.
  
  At 18th level, you have learned to shift your control to other
  bodies, controlling them with your soul, and learn a new
  Siphon Ability: Possession.
  
  As an action, you can spend 2 Recall Points to attempt to
  reach out and possess a single creature within 30 feet of you.
  That creature must succeed on a Charisma saving throw or
  become possessed by you for 1 minute.
  While you control the possessed creature, you can control
  the character completely on their turn, although you can only
  feel the emotions of the possessed creature slightly in the
  back of your head. While you control the creature, your body
  stands where it was left. You cannot move your body and it is
  considered incapacitated, although it will walk, get up, or
  otherwise stand still if moved. If you are reduced to 0 HP
  while possessing a creature, your possession ends and your
  soul is immediately thrust back into your body if you are both
  on the same plane of existance. If you are not, you are thrust
  into the Deep Ethereal plane as a disembodied spirit, and
  your body dies.
  When you control a possessed creature, you can attempt to
  use any ability that you have seen the creature use. You do not
  know any modifiers to these abilities until you declare you will
  use them. You can use Legendary Actions, but you cannot
  select Lair Actions or who Lair Actions target. If your
  possessed creature takes damage, you take an equal amount
  of psychic damage.
  A possessed can remake its saving throw at the end of each
  of its turns. When a creature saves from this ability, it cannot
  be effected by your Possession again until 24 hours have
  passed.
  Overcharge
  When you activate this Siphon Ability, you can spend 2 Recall
  Points to solidify your grasp on their body. They cannot make
  saving throws against your possession.
  Drawback. Your soul is ejected from the target creature
  and it remains stuck on the Border Ethereal plane for 1
  minute, after which you can return to your body as an Action,
  granted you are on the same plane as it, and you are blocked
  from siphoning from your Memento for 1 minute.
  Malleable Vessel Variant
  This feature is unique and perhaps game­breaking in
  some game types. If it is, your DM may ask you to
  use this variant feature instead of the original text
  of Malleable Form.
  Malleable Form At 13th level, you can change
  your form with ease. You can spend 2 Recall Points
  to cast Alter Self on yourself. You can also spend 3
  Recall Points to cast Polymorph on yourself once
  per day. Charisma is your spellcasting modifier for
  these abilities.
  
  At level 20, you can tap into the power of your true, immaterial
  form. You can use your action to become nearly deific for 1
  minute, glowing with bright light for 30 feet and dim light for
  another 30 feet. When you activate this ability, you gain the
  following effects:
  Your Memento Die are doubled to 2d10.
  Your weapon attacks deal an additional amount of damage
  equal to your Charisma modifier.
  Any creature who begins their turn within 30 feet of you
  that can see you must make a Dexterity saving throw (DC
  equaling your Siphon Ability DC), or become blinded until
  the beginning of their next turn.
  When you use this ability, you must take a long rest before
  you can use it again.
  
  Your Heritage manifests in three different Bonds, each
  reflecting the different type of entity that can create an Avatar.
  
  When a deity or archdemon is sundered, either by conflict, the
  end of their power or religion, or a by a schitzophrenic split
  inside the cosmic mind of the being, the divine soul of the
  being might fall to the material plane in a last effort to survive.
  These rare avatars, known as Incarnates, often never know
  the true lengths of their heritage, either being mistaken as
  Aasimar or naturally talented clerics or warlocks.
  The Incarnates are natural manipulators of necromantic
  forces, able to magically heal or drain the life forces of other
  beings due to their deific heritage.
  
  When you choose this Bond at 1st level, you gain proficiency
  with the Religion and Nature skills. Your proficiency bonus is
  doubled whenever you make an ability check that uses either
  of these skills.
  Additionally, you are considered either a Celestial or a
  Fiend, your choice, regardless of your race, although you are
  considered a humanoid for the purposes of healing and mind-
  altering spells, such as Charm Person or Cure Wounds.
  8
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  
  Additionally at 1st level, whenever you reduce a creature to 0
  hit points, you can transfer some of the creature's vitality to
  another creature as a bonus action. Choose a single creature
  within 30 feet of the fallen enemy. That creature recovers a
  number of hit points equal to your Memento Die + your
  Charisma modifier. You can target yourself, so long as you are
  in range of the fallen creature.
  You can use this ability a number of times equal to 1 + your
  Charisma modifier (min. 1). When you complete a short or
  long rest, you recover all uses of this ability.
  
  When you reach 3rd level, you can reach into your own deific
  power to innately cast religious spells. See chapter 10 for the
  general rules for spellcasting and Chapter 11 for the cleric
  spell list.
  Cantrips. You learn two cantrips of your choice from the
  cleric spell list. You learn an additional cleric cantrip of your
  choice at 10th level.
  Spell Slots. The Incarnate Spellcasting table shows how
  many spell slots you have to cast your spells of 1st level and
  higher. To cast one of these spells, you must expend a slot of
  the spell’s level or higher. You regain all expended spell slots
  when you finish a long rest.
  For example, if you know the 1st-level spell cure wounds
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast cure wounds using either slot.
  Spells Known of 1st-Level or Higher. You know three 1st-
  level cleric spells of your choice, two of which you must
  choose from the necromancy and abjuration spells on the
  cleric spell list.
  The Spells Known column of the Incarnate Spellcasting
  table shows when you learn more cleric spells of 1st level or
  higher. Each of these spells must be a necromancy or
  abjuration spell of your choice, and must be of a level for
  which you have spell slots. For instance, when you reach 7th
  level in this class, you can learn one new spell of 1st or 2nd
  level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the cleric spells you know with another spell of your choice
  from the cleric spell list. The new spell must be of a level for
  which you have spell slots, and it must be an necromancy or
  abjuration spell, unless you’re replacing the spell you gained at
  8th, 14th, or 20th level.
  Spellcasting Ability. Charisma is your spellcasting ability
  for your cleric spells, since you learn your spells through
  introspection and awareness of your heritage. You use your
  Charisma whenever a spell refers to your spellcasting ability.
  In addition, you use your Charisma modifier when setting the
  saving throw DC for a cleric spell you cast and when making
  an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus + your Charisma
  modifier.
  Spell Attack Modifier = your proficiency bonus + your
  Charisma modifier.
  
  At 3rd level, you can attempt to force a creature to glimpse
  your divine form. After Siphoning from your Memento, you
  can use an action to force a single creature that can see you to
  glance into your deific form. Choose a single creature within
  30 feet of you who can see you. That creature must make a
  Wisdom saving throw or become blinded until the beginning
  of your next turn.
  If you are a fiend, celestials have disadvantage on this
  saving throw. If you are a celestial, fiends have disadvantage
  on this saving throw.
  Overcharge
  When a creature fails this saving throw, you can spend 2
  Recall Points to simultaneously target another creature within
  5 feet of the original target, who must also make the saving
  throw or be blinded just like the original target.
  Drawback. You must also make the ability check or become
  blinded until the end of your next turn and be blocked from
  siphoning your Memento for 1 minute.
  The Incarnate
  Level
  Cantrips
  Spells Known
  1st 2nd 3rd 4th
  3rd
  2
  3
  2
  –
  –
  –
  4th
  2
  4
  3
  –
  –
  –
  5th
  2
  4
  3
  –
  –
  –
  6th
  2
  4
  3
  –
  –
  –
  7th
  2
  5
  4
  2
  –
  –
  8th
  2
  6
  4
  2
  –
  –
  9th
  2
  6
  4
  2
  –
  –
  10th
  3
  7
  4
  3
  –
  –
  11th
  3
  8
  4
  3
  –
  –
  12th
  3
  8
  4
  3
  –
  –
  13th
  3
  9
  4
  3
  2
  –
  14th
  3
  10
  4
  3
  2
  –
  15th
  3
  10
  4
  3
  2
  –
  16th
  3
  11
  4
  3
  3
  –
  17th
  3
  11
  4
  3
  3
  –
  18th
  3
  11
  4
  3
  3
  –
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  
  At 7th level, whenever you cast a spell of 1st level or higher
  that heals the target or grants temporary hit points, you can
  cast also a cantrip with a casting time of 1 action as a bonus
  action.
  9
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  At 11th level, whenever you restore a creature's hit points
  using a spell of 1st level or higher, or by using your Transfer
  Essence feature, you can use 1 Recall Point to increase their
  senses and awareness as you manipulate their nervous
  system. When you do so, the creature has advantage on the
  next ability check or saving throw they make before the
  beginning of your next turn.
  
  At 17th level, whenever you use your Transfer Essence ability,
  you can target 2 creatures to receive the healing hit points.
  Additionally, whenever you heal another creature(s) with
  your Transfer Essence ability, you gain temporary hit points
  equal to what they recovered.
  
  The ancient rulers of the multiverse, the Titans, have largely
  disappeared in this world. However, during rare cosmic events
  such as comets or supernovas, a fraction of a slumbering
  Titan's mind might awaken and form into a material avatar.
  Known as Elementa, these avatars are most commonly found
  amongst the Genasi and are feared as mighty warriors who
  wield the essence of the elemental planes alongside a natural
  mastery of ancient weaponry and armor.
  
  When you choose this Bond at 1st level, you gain proficiency
  with martial weapons and heavy armor.
  Additionally, you are considered an Elemental, regardless of
  your race, although you are considered a humanoid for the
  purposes of healing and mind-altering spells, such as Charm
  Person or Cure Wounds.
  
  Additionally at 1st level, you can use the surrounding elements
  to bolster your weapon attacks. Once per turn, when you deal
  damage with a weapon attack, you can choose to absorb
  elements around you to change your own form. When you do
  so, you absorb one of four elements to within 30 feet of you, to
  create a different effect after dealing damage. When an ability
  calls for a saving throw, use your Siphon Save DC.
  Air. You absorb a 5 foot cube of breathable air, leaving a
  vacuum which becomes filled immediately if there is at least
  one adjacent space with air. When you do so, you can
  immediately move half your movement speed in a straight
  line, with all opportunity attacks made against you at
  disadvantage.
  Earth. You absorb a 5 foot cube of dirt, sand, or mud that
  you can see, leaving that area carved out as a gradual hole in
  the ground which can be easily climbed out of. When you do
  so, the enemy must make a Dexterity saving throw , or fall
  prone as the earth liquifies beneath their space. If they are not
  standing on dirt, the mud appears magically beneath them.
  Fire. You absorb a flame with at least the intensity of a
  torch that you can see within range. When you do so, embers
  flare around you. Every creature within 5 feet of you must
  make a Dexterity saving throw, or take fire damage equal to
  your Memento die. A magical flame created by a spell such as
  Continual Flame flickers out if absorbed, but then re-kindles
  after 1 minute passes. This ability cannot absorb more than a
  5 foot cube of fire.
  Water. You absorb at least a a 5 foot cube of water in one
  container or pool within range. When you do so, the creature
  who took damage must make a Constitution saving throw (DC
  = 8 + your proficiency bonus + your Constitution modifier) or
  become restrained by crystals of ice until the end of thier next
  turn, or until they take any points of fire damage.
  You can use this ability a number of times equal to 1 + your
  Constitution modifier (min. 1). When you complete a short or
  long rest, you recover all uses of this ability.
  
  At 3rd level, whenever a creature other than you within 30 feet
  of you deals either cold, fire, lightning, or thunder damage to
  another creature, you can use your reaction and 1 Recall
  Point to add your Constitution modifier to that damage.
  
  At 3rd level, you can use an action to attempt to charm
  elementals to fight for you. After Siphoning from your
  Memento, you can force any Elemental who can see you
  within 120 feet of you to make a Wisdom saving throw. If they
  succeed, they take force damage equal to 4 x your Memento
  die. On a failure, they are either banished or charmed by you
  for 1 minute or until you lose concentration (as if
  concentrating on a spell). An Elemental who is charmed or
  banished may re-make their saving throw at the end of their
  turn.
  Overcharge
  You can spend 2 Recall Points to force the Elemental to make
  thier saving throw at disadvantage. If they fail, they cannot re-
  make their saving throw at the end of their turns.
  
  At 7th level, when you use your Infuse Elements feature, you
  can use 1 Recall Point to change your body become more
  elemental in nature. You gain resistance to a damage type
  related to your mutation. You can only have one mutation
  active at a time, and they fade after a long rest.
  Air. You have resistance to thunder damage.
  Earth. You have resistance to lightning damage.
  Fire. You have resistance to fire damage.
  Water. You have resistance to cold damage.
  
  At 11th level, you learn Primordial if you did not already know
  it. When you speak Primordial, you have advantage on any
  Charisma ability check made with an Elemental creature.
  Additionally, you can spend 3 Recall Points to cast Conjure
  Elemental, without requiring any material components. If you
  lose concentration on this spell, the Elemental is not hostile
  towards you, but rather dissapears back to its home plane.
  10
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  
  At 17th level, when you gain resistance to a damage type from
  your Infuse Elements ability, you have immunity to that
  damage for 1 round after activating this ability, ending at the
  end of your turn on that next round.
  
  After a long line of warriors, monks, or occultists breed
  perfect techniques for thier trade, they may come across a
  hidden ritual for the creation of a perfect avatar, which can be
  granted all the ancient techniques of their organizations in
  their mind. Summoned through the same branch of magic as
  the Simulacrum spell or the crafting a homunculus, the Heir
  is often aware of their situation and creation.
  Heirs are adept with ancient techniques of combat and
  martial prowess, able to tap deeply into ages of hereditary
  experience.
  Your ability modifier for Siphoning from your Memento is
  Intelligence.
  
  When you choose this Bond at 1st level, you gain proficiency
  martial weapons, and your speed increases by 10 feet while
  not wearing heavy armor.
  Additionally, you are considered a Construct, regardless of
  your race, although you are considered a humanoid for the
  purposes of healing and mind-altering spells, such as Charm
  Person or Cure Wounds.
  
  Additionally at 1st level, your mind is honed and forged to
  learn from your surroundings. When you complete a long rest,
  choose a single Intelligence-based skill or a tool. Until you
  finish your next long rest, you are have advantage with any
  ability checks or attacks made with that skill or tool so long as
  you are conscious.
  
  At 3rd level, you have learned to move and fight with accute
  precision and speed. You can spend 1 Recall Point to take the
  Dash, Dodge, or Help action as a bonus action.
  
  At 3rd level, you can use your Action to fire off a ray of force
  which causes anything in its path to instantaneously become a
  perfect crystal. Any creature within a 100 foot line originating
  from you must make a Dexterity saving throw or take 2 x your
  Memento Die force damage, or half as much on a failed save.
  A chaotic aligned individual makes this saving throw at
  disadvantage, and a lawful individual makes this saving throw
  at advantage.
  Overcharge
  You can spend 1-5 Recall points to increase the force damage
  by adding 1 extra Memento die per Recall point spent. When
  you overcharge this ability, crystals form around you, and your
  movement speed is halved until the end of your next turn.
  
  At 7th level, you can use your reaction and 1 Recall Point to
  attempt to memorize an enemy's action after you see them
  perform it within 120 feet of you. When you do so, the enemy
  must make a Deception ability check (DC = 8 + your
  proficiency + your Intelligence modifier). If they fail, you learn
  the action for 1 minute. While you have learned an action, you
  have advantage on any saving throws it might force you to
  make, and any attack rolls made by the action against you are
  made at disadvantage. If the action involves the use of a tool
  or weapon, you are proficient with that tool or weapon until
  you forget the action.
  When you use this ability, you must wait until you complete
  a short or long rest to use it again.
  
  At 11th level, you gain a bonus to Initiative equal to your
  Intelligence modifier.
  Additionally, whenever you use the Dash action, your
  movement speed for that action is increased by a number of
  feet equal to 5 x your Intelligence modifier. This effect does
  not take place if you are slowed by means of Overcharging
  your Ray of Logic.
  
  At 17th level, you can link your own mind to a creature who's
  action you've studied. As an action, while you have learned one
  of the target's actions, you can cast Vicious Mockery at will
  against that target only, or you can spend 2 Recall Points to
  cast Suggestion, 4 Recall Points to cast Modify Memory, or 6
  Recall Points to cast Feeblemind. Intelligence is your
  spellcasting modifier for these spells.
  Whenever you cast a spell other than Vicious Mockery
  using this ability, you cannot cast that spell again until you
  have completed a long rest.
  
  After 9th and 14th level, your memento can take on new
  properties based on their form. You can change forms as an
  action.
  
  A Memento that is a tome can be activated with a command
  word as an action. As soon as the command word is spoken,
  the all speech within 30 feet of the tome is transcribed into
  the book phonetically. This transcription lasts until the
  command word is spoken again, or until the tome runs out of
  space. The tome can hold up to 2 hours of speech, which
  takes up 60 pages of parchment. The avatar can mentally
  wipe clear any page or words they choose as a free action.
  
  You can transform your weapon into any simple weapon as an
  action. This weapon is considered magical for the purposes of
  overcoming damage resistance and immunity.
  11
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  
  Requires Simple Weapon Form 
  You can transform your weapon into a single martial weapon
  you choose when taking this form. You are proficient with this
  weapon even if you are not normally proficient with its
  weapon type. This weapon is considered magical for the
  purposes of overcoming damage resistance and immunity.
  This weapon cannot be wielded by anyone other than you- it
  remains statically in place if someone tries to grab or wield it.
  
  While your Memento is a familiar, you can control and
  manipulate it as with the Find Familiar spell, with your
  Charisma modifier as your spellcasting modifier. You cannot
  change the form of your familiar when you recreate your
  Memento.
  
  While your Memento is an orb, choose two cantrips from any
  spell list. While you are holding the orb, you can use an action
  and 1 Recall Point to cast one of those cantrips. Your
  spellcasting modifier for these cantrips is your Charisma
  modifier. You cannot change your choice of cantrips.
  Changelog
  Avatar 1.0­ Class Launch! 
  Avatar 1.1­ Applied to Finn's Tome of Lost Heroes
  + minor adjustments to class functionality.
  12
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  A halfling staggers out of an opaque portal, wearing strange
  clothes and clutching a bizarre dagger. He looks about the
  tavern frantically as the rift shuts behind him, scrambling up
  to the tavernkeeper, asking- "What year is it?"
  A human adventurer never made clear the origins of his
  glowing sword, insisiting that his magic created the beam of
  energy from the "wand's" hilt. His allies don't complain- it cuts
  as well as the next blade, despite its strange origin.
  An elf catalogues new plant life in this region. Having only
  seen them in fossil records, her excitement is evident. She
  turns to the small, hovering drone by her side, dictating her
  notes to it.
  Each of these adventurers are chrononauts, scientists from
  a time, and possibly another plane, far in the future from your
  own. Having crossed time and space to get to where they are,
  chrononauts are singularly focused scientists and researchers
  who follow strict sets of academic codes when tampering with
  the past- after all, who knows what their presence here might
  entail for the future.
  
  Chrononauts have come far to get to where they are, traveling
  through scientific portals that bend reality and time.
  Oftentimes, a chrononaut's trip is one way, as they are not in
  their own past, but rather an alternate time line of their own
  past. Often, they will use powerful magic found in the world to
  send information back to their allies or other scientists, or
  perhaps they will leave files of information buried in what they
  know will become ruins, so that their research may benefit
  those in the future.
  To solidify themselves in time line that they enter into,
  chrononauts forge a special scientific weapon called a Time
  Anchor. This object allows the chrononaut to dip in and out of
  time without causing potentially devastating paradoxes, and is
  the focus of a chrononaut's martial prowess.
  
  The vast majority of Chrononauts come from far in the future,
  and their arrival often portends doom or despair, as most
  come to research important, and often catastrophic events.
  While some come to prevent ruin of a dystopian future at the
  source, at least for this time line, others are simply trying to
  research and observe the world in its state before. Some are
  refugees and fugitives who are fleeing the future for some
  purpose.
  Regardless of origin, all chrononauts are, at their core,
  scientists. Holdable to a specific code of academia and ethics
  called their Prime Directive, each chrononaut draws strength
  from their resolve in their code and knowledge. Some of their
  abilities, though technological, may seem like magic, and
  many people throughout the world where magic is still
  prominent will assume that their science is nothing but
  wizardly tricks and charlatan behavior. Some chrononauts
  don't ever bother to correct those assumptions.
  
  Chrononauts are defined by their studies and code. As most of
  their background will be left in the future, they are all but alien
  to the new world that they have entered. Do you try to pass
  yourself off as a traveler from a land you know is far away? Or
  do you attempt to explain your situation, despite knowing
  most will not believe it? Some chrononauts might even have
  been launched through time by magical means, as opposed to
  scientific ones.
  
  You can make a chrononaut quickly by following these
  suggestions. First, Intelligence should be your highest ability
  score, followed by either Dexterity or Constitution. Second,
  choose the sage or far traveler background.
  13
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  The Chrononaut
  Level
  Proficiency
  Bonus
  Features
  Temporal
  Transistors
  1st
  +2
  Prime Directive, Unarmored
  Defense, Time Anchor
  —
  2nd
  +2
  Temporal Transistors
  2
  3rd
  +2
  Directive Feature
  2
  4th
  +2
  Ability Score Improvement
  2
  5rd
  +3
  Extra Attack
  3
  6th
  +3
  Directive Feature
  3
  7th
  +3
  Evasion
  3
  8th
  +3
  Ability Score Improvement
  3
  9th
  +4
  Recall Vitals
  3
  10th
  +4
  Ability Score Improvement
  3
  11th
  +4
  Temporal Transistors
  Improvement
  4
  12th
  +4
  Ability Score Improvement
  4
  13th
  +5
  Quickened Reflexes
  4
  14th
  +5
  Directive Feature
  4
  15th
  +5
  Scanner
  4
  16th
  +5
  Ability Score Improvement
  5
  17th
  +6
  Projected Surge
  5
  18th
  +6
  Time Travel
  5
  19th
  +6
  Ability Score Improvement
  5
  20th
  +6
  Startled Halt
  5
  
  As a chrononaut, you gain the following class features...
  
  Hit Dice: 1d8 per chrononaut level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per chrononaut level after 1st
  
  Armors: None 
  Weapons: Simple weapons, all one-handed firearms 
  Tools: Tinker's Tools 
  Saving Throws: Dexterity, Intelligence 
  Skills: Choose two from Athletics, Acrobatics, History,
  Medicine, Investigation, Insight or Perception.
  
  You start with the following equipment, in addition to the
  equipment granted by your background: 
  • (a) 3 daggers or (b) a pistol and 20 bullets
  • (a) an explorer's pack or (b) a scholar's pack.
  • Your Time Anchor, any simple weapon and a set of leather
  armor.
  
  Based on your original intention in traveling back or forwards
  in time and space, you must have a directive that fuels your
  exploits. Whether you follow your directive or not, the training
  that you receive before beginning your journey shapes your
  path from then on.
  Choose a Prime Directive from Survival, Research, or
  Arcanum. Your choice determines the form of your Time
  Anchor and grants you additional features at levels 3, 6, 14. All
  choices are listed at the end of the class features.
  
  While not wearing armor or wielding a shield, your armor
  class equals 10 + your Intelligence modifier + your Dexterity
  modifier.
  
  You remain in this time line due to a special item called a
  Time Anchor. The Time Anchor is a weapon that allows you to
  apply Transistors and use Resolve abilities at higher levels.
  You are proficient with your Time Anchor.
  Whenever your Time Anchor ability calls for a saving throw,
  the DC equals 8 + your Intelligence modifier + your
  Proficiency bonus. If you lose or break your Time Anchor, you
  may use 10 minute ritual and 10 gp per chrononaut level
  worth of materials to recreate it.
  
  Beginning at 2nd level, you can modify your Time Anchor in a
  certain way. You can create two transistors for your Anchor
  when you learn this feature. You may use an Action to change
  one transistor to another. You may only have one transistor
  attached at a time. Beginning at level 11, you may apply one
  additional transistor at a time. All transistors are listed at the
  end of the class document.
  You learn to create one additional Transistor at levels 5, 11,
  and 16. During the course of your adventures, you may find
  other transistors very rarely from other Chrononauts. In a 4
  hour period of experimentation that costs 100 gp per your
  Chrononaut level, you can modify it into a Transistor that you
  can use. You may not know a number of Transistors greater
  than half your Chrononaut level, and must forget another if
  you wish to learn a new one after this limit.
  
  When you reach 4th level, and again at 8th, 10th, 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.
  14
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  
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  Beginning at 7th level, you can nimbly dodge out o f the way of
  certain area effects, such as a red dragon’s fiery breath or an
  ice storm spell. When you are subjected to an effect that
  allows you to make a Dexterity saving throw to take only half
  damage, you instead take no damage if you succeed on the
  saving throw, and only half damage if you fail.
  
  At 9th level, you can recall how you physically were seconds
  before in combat, jumping your body back in time to its
  previous state. As a reaction at the end of another creature’s
  turn, granted you are not unconscious, you can choose to skip
  back in time to your state before that turn began. Remove any
  damage, status conditions, and beneficial effects gained
  during that turn. This reaction is taken before any Legendary
  Actions. Once you use this feature, you must finish a long rest
  before you can use it again.
  
  At 13th level, time slows around you while you are in danger.
  Whenever you end your turn with less than half your
  maximum hit points, you can use up to two reactions before
  the start of your next turn. You can only use one reaction per
  trigger.
  
  At 15th level, you create a special device as part of your Time
  Anchor which you can use to identify aspects of a creature
  within 120 feet of you. This scanner emits a dim light out to
  120 feet while scanning. As an Action, you select a creature
  within range. That creature must succeed on a Dexterity
  Saving throw against your Time Anchor DC or become
  scanned for 1 minute. While scanned, you can use a bonus
  action on your turn to determine certain aspects about all
  scanned creatures, choosing from the list below:
  • You learn a chosen ability score.
  • Any damage vulnerabilities or special weaknesses (such as
  a fire elemental's weakness to water)
  • Their highest level of spell slot, if any, and their caster
  level. If they do not have a caster level, it appears as an
  inherent ability.
  • Their highest saving throw.
  • Any strange chemical or physical structures, such as acid
  glands in an ankheg.
  • Any condition immunities.
  • Their creature type and subtype.
  This scanner is considered divination magic for the purposes
  of prevention and magical obscuring.
  Once you determine aspects using this ability 3 times, all
  creatures lose the scanned effect from this scanner, and you
  must complete a short or long rest before you can use it again.
  You regain all uses of the scanner’s determine aspect ability
  once you complete a short or long rest.
  
  Beginning at 17th level, you can use your action to bolster an
  ally within 30 feet of you with a surge of swiftness. When you
  do so, the ally may take two actions on their next turn, granted
  you are still conscious when they take the second action.
  When you use this ability, make an Intelligence Saving
  Throw against a DC of 15 at the end of your turn. If you fail,
  you are paralyzed until the end of your next turn and cannot
  use this ability again until you complete a short or long rest.
  Each time you use this ability past the first time between short
  rests, increase the DC by 4.
  
  Beginning at level 18, you can step back in time. By spending
  a 1 hour ritual trying to jury rig a time traveling device, you
  can create a medium sized portal. At the end of the hour, make
  an Intelligence (Tinker’s Tools) check. The DC equals 12, and
  increases by 1 per every 100 years you wish to travel into the
  past, to a maximum of increased amount of years equal to 100
  times your chrononaut level. If you succeed, you create an
  identical portal in the same space in the past, and it opens a
  portal to the past. If there is no space to place the portal, the
  feature fails and is treated as if you failed your Tinker's Tools
  check.
  15
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  While in the past, you are in an alternate timeline. Anything
  you do or change in this timeline will not effect the timeline
  you return to, and you cannot bring creatures back to this
  timeline. However, when you return from this timeline, you
  may bring any number of items with you, so long as they do
  not exceed your carrying capacity. When the portal closes on
  either side, any creatures on the alternate timeline are
  immediately teleported back to their original time, back where
  they first entered the portal.
  If you exceed your carrying capacity when the portal closes,
  you become stuck in the alternate timeline, with no means of
  returning to your original time. If you create another portal
  after one week has passed in the alternate past, it instantly
  links back to the spot and time when you cast the first created
  the portal that sent you to that past, which immediately pulls
  you through and then ends. If you are exceeding your carrying
  capacity, you may choose to drop any number of items before
  being pulled through, or you are stuck in the alternate
  timeline. If a creature in the alternete timeline is targeted by a
  dispel magic spell (8th level or DC of 18), you are instantly
  brought back to your own timeline in the time and space you
  were teleported away. You lose all items acquired in the
  alternate timeline when sent back in this manner.
  The portal remains for 1 minute in your timeline, but
  remains for 1 week on your destination. When a portal is
  created, traveling each way can only be used once per person.
  Every time you create a new portal, you enter into a new
  alternate timeline.
  Once you have attempted this ability, you must wait until
  you complete a long rest before you can attempt it again. If
  you successfully use this ability, you must wait for 7 days
  before you can use it again.
  
  Beginning at 20th level, whenever you roll initiative, you may
  choose to use your reaction before the round starts to cast
  Time Stop without using a spell slot. Once you cast Time Stop
  in this way, you may not do so again until you complete a long
  rest.
  
  Reflecting the training and focus of the chrononaut before
  they left their time, and their pursued objectives once they
  enter into their new time, Prime Directives are scientific paths
  that each chrononaut travels down.
  Each Directive has a strict code for how they interact with
  the past. Failing to follow your code restricts you from using
  any Resolve Abilities or Resolve Powers (features gained at
  1st and 6th levels) until 24 hours have passed from the
  offending case. Particularly severe cases may prevent your
  resolve for longer, depending on the DM.
  
  Your code is that of survival. Perhaps you are a fugitive, or you
  were tossed through time in an accidental vortex, but the fact
  remains that you were not fully prepared for what will happen
  next. Survivalists must focus all of their resources on staying
  hidden amongst the populace, and can even erase themselves
  from past memories.
  Code
  • You must never actively place yourself in history, either in
  infamy or fame. 
  • You must not allow others to take or dissect your scientific
  equipment.
  
  When you select this Directive at level 1, you become
  proficient in two of the following skills- stealth, sleight of hand,
  survival, or deception.
  When you use one of this skills and you have your Blink
  Knife in existence within 5 feet of you, you may use your
  Intelligence modifier instead of the regular modifier for the
  chosen skills.
  
  At 1st level, you craft a crude dagger that serves as your Time
  Anchor, imbued with chaotic codes that you don’t fully
  understand. The Blink Knife is a finesse, light weapon with a
  thrown range of 20/60. It deals 1d6 force, fire, or radiant
  damage. You choose the damage type when you gain your
  Blink Knife.
  When your thrown Blink Dagger hits an enemy, you can
  choose for it to return to your open hand or blink out of
  existence. As a bonus action, you can cause your Blink Dagger
  to either blink out of existence or blink back into existence.
  
  At 1st level, before you take your move action on your turn,
  you may focus on your Time Anchor to cause a sudden
  displacement of space and time around you. As an Action,
  choose either yourself or a creature within 10 feet of you. You
  may teleport that creature using your movement speed,
  moving 5 feet per every 10 feet of movement speed.
  When you move a creature this way, you cannot take a move
  action this turn. The creature must land on solid ground and
  can only move horizontally. To target an unwilling creature,
  they may make a Charisma Saving throw against your Time
  Anchor DC, ignoring the effect on a success.
  You may only use this ability once per round, and a creature
  that resists the effect may choose to resist the effect at will for
  the next 24 hours.
  
  At 3rd level, choose two of your skill proficiencies. Your
  proficiency bonus is doubled for any ability check you make
  that uses either of the chosen proficiencies.
  
  Beginning at level 6, as a reaction whenever you fail a skill
  challenge against another creature or fail a skill check, you
  may surge temporal energy to cast yourself back slightly and
  attempt to succeed. Make the check again, and you must use
  the second roll.
  Once you use this ability, you cannot use it again until you
  complete a short or long rest.
  16
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  
  Beginning at 14th level, whenever you are moving stealthily or
  attempting to hide, you leave no trace of your presence as you
  slightly change space where you sneak by. Even people who
  see you in passing have no memory of you when you are
  trying to stay hidden, though people who are familiar enough
  to know your name or are familiar enough to be considered
  acquaintances or friends are unaffected.
  You and allies within 15 feet of you cannot be tracked
  except by magical means while you are alive. When you die,
  traces of you return, as tracks, memories, and other indicators
  of your presence are returned to your rightful time line.
  
  Your code is that of scholarly interest. Perhaps you are a
  scientist sent to catalogue history as it happened, or perhaps
  you are searching to change the future and bend it to your will,
  for good or ill. Researchers are well-equipped to handle any
  danger, and can create small robotic drones to assist them in
  their endeavors.
  Code
  • You must record and seek out knowledge of your chosen
  subject. 
  • You must not let your emotions effect your research, and
  must record things with the utmost objectivity.
  
  When you select this directive at 1st level, you become
  proficient in two of the following skills- history, religion,
  medicine, or nature.
  When you use one of this skills and you have your Blaster in
  existence within 5 feet of you, you may use your Intelligence
  modifier instead of the regular modifier for the chosen skills.
  
  At 1st level, you craft a Time Anchor in the form of a laser-
  firing sidearm called a Blaster. It is a ranged weapon with a
  short range of 60 feet and a long range of 150 feet. It does not
  consume ammunition, and deals 1d6 force, fire, or radiant
  damage, your choice when you gain this Time Anchor.
  
  At 1st level, by focusing on your Blaster, you may shoot a
  special projectile towards a creature or object within 60 feet
  of it. Make a ranged attack against the object, dealing no
  damage on a hit. However, once it hits, the projectile becomes
  a tiny, near-undetectable drone that vaguely resembles a
  scarab beetle latched onto its surface. A creature hit by the
  object who suspects it may be on their person may use a
  Wisdom (Perception) check every minute against your Time
  Anchor DC. Creatures do not feel when they have been hit by
  a Scarab Drone.
  By using a small panel that opens up on the side of your
  Blaster, you can see through it’s eye, which can rotate to
  perceive anything in a 180 degree, 60 foot cone from where it
  is latched on. The drone resolution is too grainy to make any
  details out beyond 60 feet. The Scarab Drone has darkvision
  out to 60 feet. You can access your Scarab Drone so long as
  you are on the same plane of existence. The Scarab Drone
  can be destroyed as an action, and deactivates after 3 days,
  when it’s battery ends. It is destroyed if you shoot a new
  Scarab Drone.
  
  Beginning at 3rd level, you can apply one extra transistor to
  your Time Anchor at a time.
  
  At 6th level, as a bonus action while you have a Scarab Drone
  attached to a creature or object within 30 feet of you, you may
  activate a self-destruct sequence within the Scarab Drone,
  causing it to explode in a 10 foot radius sphere around where
  it was attached. Any creature within that area must succeed
  on a Dexterity saving throw or take 2d12 fire damage, or half
  as much on a successful save. If the Scarab was attached to a
  creature, that creature had disadvantage on its saving throw.
  This damage increases as you gain chrononaut levels, to
  3d12 at level 11, and 4d12 at level 17. Once you use this
  ability, you cannot create another Scarab Drone until you
  complete a short or long rest.
  
  At 14th level, you create a mechanical ally to assist with
  combat and research. Choose a beast with a CR of 1/4 or
  lower to serve as the basis for the Drone’s statistics.
  Additionally, it gains a number of ability score increases equal
  to yours, although it cannot learn feats or adjust its
  Intelligence score. It’s hit die and therefore hit points equal
  your level, and it uses your proficiency bonus for all skills and
  attacks. The Drone has the construct type. The construct has
  an intelligence score equal to yours. It can only recover hit die
  or use hit die if you are resting alongside it to help repair it. If
  your Research Drone dies, you may spend 1 workweek and
  1000 gp worth of materials to create a new one, identical to
  the one that was lost.
  Your drone can assist you with research and record
  information for you. When you use any Intelligence check to
  recall information or synthesis information you have gathered,
  your drone can always assist you, granting you advantage on
  the roll. Your drone can record and play back up to 2 hours of
  audio or visual feedback.
  In combat, your drone rolls it’s own initiative, and you
  decide what the drone does on its turn. Your drone cannot use
  any multiattack trait it may have. Your drone can make a
  single Blaster attack on its turn, mimicking all functions of
  your own Blaster to do so.
  
  Your code is that of future magicians or magic-seekers. Most
  Arcanists come from timelines in which magic is all but gone,
  but perhaps they need to rediscover magic and save their
  time, or they seek to learn magic lost to time. Arcanists seek
  ancient magic and begin to learn it on their own, alongside
  their own scientific advancements.
  17
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  Code
  • You must seek out strange and new magic to record or study. 
  • You must not destroy or ruin arcane texts or scrolls.
  
  When you select this Directive at level 1, you become
  proficient in two of the following skills- arcana, religion,
  persuasion, or investigation.
  When you use one of this skills and you have your Light
  Blade in existence within 5 feet of you, you may use your
  Intelligence modifier instead of the regular modifier for the
  chosen skills.
  
  At 1st level, you forge your Time Anchor to modeled after
  magical blades of old. The light blade is a technological sword-
  hilt that extends into a glowing blade of energy when
  activated. It is a finesse, one-handed melee weapon that deals
  1d8 force, fire, or radiant damage, you choose which type
  when you create your blade.
  You can use a bonus action to retract or summon the blade.
  While summoned, the light blade emits dim light for 20 feet.
  
  At 1st level, choose any cantrip that requires either a melee
  weapon attack or a melee spell attack. While you have your
  Light Blade summoned and on hand, you may cast this
  cantrip, with Intelligence as your spellcasting modifier.
  If you have a spell book or a scroll of an appropriate cantrip
  at the end of a long rest, you may choose to switch your
  cantrip to the one in the scroll. You can always change it back
  to your original chosen cantrip after a long rest, even without
  a spell book or scroll of the appropriate type.
  
  At 3rd level, select 1 school of magic to be your specialized
  school. You can cast detect magic and identify at will without
  requiring material components, but you can only sense or
  identify magical objects of the same type as your specialized
  school.
  
  When you reach 3rd level, you augment your scientific
  prowess with the arcane ability to cast spells. In the Player's
  Handbook, see chapter 10 for the general rules of spellcasting
  and chapter 11 for the wizard spell list.
  Cantrips. You learn two cantrips of your choice from the
  wizard spell list. You learn an additional wizard cantrip of
  your choice at 10th level.
  Spell Slots. The Arcanum Spellcasting table shows how
  many spell slots you have to cast your spells of 1st level and
  higher. To cast one of these spells, you must expend a slot of
  the spell’s level or higher. You regain all expended spell slots
  when you finish a long rest.
  For example, if you know the 1st-level spell shield and have
  a 1st-level and a 2nd-level spell slot available, you can cast
  shield using either slot.
  Arcanum Spellcasting
  Chrononaut
  Level
  Cantrips
  Known
  Spells
  Known
  1st 2nd 3rd 4th
  3rd
  2
  3
  2
  –
  –
  –
  4th
  2
  4
  3
  –
  –
  –
  5th
  2
  4
  3
  –
  –
  –
  6th
  2
  4
  3
  –
  –
  –
  7th
  2
  5
  4
  2
  –
  –
  8th
  2
  6
  4
  2
  –
  –
  9th
  2
  6
  4
  2
  –
  –
  10th
  3
  7
  4
  3
  –
  –
  11th
  3
  8
  4
  3
  –
  –
  12th
  3
  8
  4
  3
  –
  –
  13th
  3
  9
  4
  3
  2
  –
  14th
  3
  10
  4
  3
  2
  –
  15th
  3
  10
  4
  3
  2
  –
  16th
  3
  11
  4
  3
  3
  –
  17th
  3
  11
  4
  3
  3
  –
  18th
  3
  11
  4
  3
  3
  –
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  Spells Known of 1st-Level and Higher. You know three
  1st-level wizard spells of your choice, two of which you must
  choose from your chosen specialty school of magic on the
  wizard spell list. The Spells Known column of the Arcanum
  Spellcasting table shows when you learn more wizard spells
  of 1st level or higher. Each of these spells must be from your a
  spell of your choice from your specialty school of magic, and
  must be of a level for which you have spell slots. For instance,
  when you reach 7th level in this class, you can learn one new
  spell o f 1st or 2nd level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the wizard spells you know with another spell of your
  choice from the wizard spell list. The new spell must be of a
  level for which you have spell slots, and it must be a spell from
  your specialty school, unless you’re replacing the spell you
  gained at 8th, 14th, or 20th level.
  Spellcasting Ability. Intelligence is your spellcasting ability
  for your wizard spells, since you learn your spells through
  study and memorization. You use your Intelligence whenever
  a spell refers to your spellcasting ability. In addition, you use
  your Intelligence modifier when setting the saving throw DC
  for a wizard spell you cast and when making an attack roll
  with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  18
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  
  Beginning at 6th level, whenever you use your action to cast a
  cantrip, you may use a bonus action to make an attack with
  your Light Blade.
  
  At 14th level, whenever you hit a creature with your Light
  Blade, they have disadvantage on the next saving throw you
  force them to make with a spell of yours before the end of
  your next turn.
  
  Each Transistor listed here can be crafted at certain levels.
  You must fulfill the prerequisites of the Transistor before you
  can learn it, either by finding one or by leveling up. You gain 2
  transistors at levels 2, and 1 Transistor at levels 6, 11, and 16.
  You may apply one extra Transistor at level 11.
  
  You overcharge the power of your Time Anchor. Any damage
  die it may have increases by one size, for example, from 1d8
  to 1d10, to a maximum of 1d12. At 11th level, the die
  increases by two sizes while using this Transistor.
  
  Prerequisite: Research Directive, 5th level 
  When you hit a creature with your Blaster twice on your turn,
  you can use a bonus action to force that creature to make a
  Constitution Saving throw against your Time Anchor DC. On
  a failure, they are stunned until the end of your next turn.
  Once a creature succeeds against this Saving throw, they are
  immune to it for the next 24 hours. Beginning at level 11, the
  target is paralyzed instead of stunned.
  
  Your Time Anchor becomes a light weapon, if not one already,
  its damage die decreases by 1 size, for example, from 1d8 to
  1d6, to a minimum of 1d4. As a free action, you can conjure a
  direct copy of your Time Anchor in your off-hand. This Anchor
  copy cannot be outfitted with any different Transistors, but
  retains the transistors applied to your original Time Anchor. If
  you let go of the Anchor Copy, except while throwing it as an
  attack, it disappears. If you throw it as an attack, it disappears
  as soon as it hits or misses.
  Beginning at level 11, you may add your ability modifier to
  the damage of the off-hand attack with your Anchor Copy.
  
  When you use your action to apply this transistor, choose any
  damage type. Your Time Anchor’s damage type becomes that
  type for as long as this Transistor is applied.
  Beginning at 11th level, you may choose two elements once
  you apply this Transistor. Whenever you deal damage, you
  choose which element to use for the damage calculation.
  
  Prerequisite: Survival or Arcanum Directive, 5th level 
  When targeted by a ranged attack from a target you can see,
  you may use your reaction to attempt to parry one weapon
  from the air, adding your proficiency bonus to your armor
  class against all ranged weapon attacks from that target until
  the end of its turn. You must be holding your Time Anchor to
  use this reaction.
  
  While in combat, a small shield of force appears around you.
  You gain a +1 bonus to armor class and cannot be targeted by
  magic missile.
  Beginning at 11th level, you gain resistance to force
  damage.
  
  You may use your Intelligence modifier to attack and damage
  with attacks made using your Time Anchor.
  
  Your attacks with your Time Anchor are considered silvered
  for the purposes of damage reduction and immunity.
  At level 6, your attacks are considered magical for the
  purposes of damage reduction and immunity.
  At level 11, your attacks ignore all resistance the creature
  may have to them, and still deal half damage of the creature
  would be immune.
  
  Prerequisite: Survival Directive, 5th level 
  While you have your Time Anchor out, you may use a bonus
  action directly after using your Displacement to create a clone
  of the displaced creature. This clone cannot speak or attack,
  and has none of the informational memories or traits of the
  target, but is corporeal and will obey orders to the best of its
  abilities. This dopplegänger is a construct with an AC equal to
  yours, 1 hit point, and the construct type, but it has all the
  same ability scores, skills, proficiencies, and saving throws as
  the displaced creature otherwise had. A doppelgänger can
  only be summoned once every 10 minutes, and disappears
  once a new doppelgänger is created or when you un-equip this
  Transistor.
  At level 11, you can use your reaction to cause the
  doppelgänger to ignore one instance of damage, granted you
  can see both the doppelgänger and the source of the damage.
  
  Prerequisite: Arcanum Directive, 5th level 
  When you attack with your blade, you may throw it towards a
  creature within 30 feet of you, make both melee weapon
  attacks, and retrieve it back to your free hand. This is not
  considered a thrown attack. Additionally, your cantrip that you
  know from your Arcane Swordsman Resolve Ability has a
  range out to 30 feet while you have this Transistor active.
  At level 11, both ranges increase to 60 feet.
  
  Prerequisite: Research Directive, 5th level 
  Your Time Anchor becomes a long rifle, doubling its ranged
  attack ranges and all damage die. The weapon also gains the
  heavy, two-handed, and loading properties. This does not
  increase damage from Bayonet.
  19
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  
  Prerequisite: Research Directive 
  You affix a blade at the end of your Blaster. This blade is a
  light, finesse weapon that you may use to make a melee attack
  that deals 1d4 damage of whatever your Time Anchor’s
  damage type is.
  
  Prerequisite: Survival Directive 
  You can use an Action to cause yourself to become invisible.
  You remain invisible for as long as you do not move, take
  damage, or take any actions other than the Hide action. You
  must have your Blink Knife on hand to do so.
  
  Prerequisite: 15th level 
  Whenever you successfully scan a creature with your scanner,
  that creature takes an additional weapon damage die from
  attacks with this Time Anchor for 1 minute while this
  Transistor is equipped.
  
  Prerequisite: 5th level 
  You can activate your Time Anchor to search through
  potential future time lines. As a ritual, you can cast augury
  without using a spell slot or providing material components.
  When casting the spell in this way, it is not considered magic,
  cannot be dispelled or counterspelled, and can be used in
  places where magic is restricted.
  Beginning at level 11, you can cast it as an action. Once cast
  this spell as an action, you cannot do so again until you
  complete a long rest.
  Changelog
  1.0 Class Release!
  20
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  
  Wielding a shield of brilliant sunlight, a man clad in half-plate
  armor and raises his outstretched hand. To the wounded
  ogre's dismay, the sunlight coalesces into a long, piercing
  spear of lightning, ready to strike the clumsy beast down.
  A half-elf woman flits around the battlefield, staying far back
  from the action and chanting as her allies glow in a radiant
  sunlight. Their wounds recover as she lets forth a blast of
  radiant fire at a goblin who got too close for comfort.
  A black dragonborn with curled horns walks forwards,
  malice in his eyes, electricity crackling between his irises.
  Sparks run down his blade, until it is glowing with the
  radiance of dawn.
  These warriors are all disciples, soldiers of light that travel
  the world in quests from their allies. Disciples see allies not as
  just soldiers alongside them on the battlefield, but as a source
  of power. Masters of a synergetic force called Brilliance, their
  powers erupt in astonishing displays of radiance and thunder,
  a testament to the mutliple souls that fuel their company.
  Disciples are almost all part of an organization or
  mercenary group, as they find strength in their allies. Many
  Disciples are drawn to an adventuring party simply for the
  reason that they might make new allies or meet new company,
  which in turn expands their own power by their
  understanding of Brilliance.
  
  Disciples rarely come from strict institutions or organizations,
  often more a band of jovial warriors who fight for fun more
  than any other reason. By their nature, Disciples are not
  confrontational, but find joy in mock battles, tourneys, and
  other ways to practice physical combat. Their communal
  nature can make them a bit too trusting, however, as many
  Disciples become tricked into dark acts by those who would
  take advantage of their use of synergy.
  In true combat, Disciples of all sorts use their mastery of
  Brilliance to help even lesser heroes take down great foes. But
  every Disciple is defined by their Covenant- a broad group of
  Disciples who all fight in the same way. Covenants can be
  created by any entity that has a fighting style to offer, and
  although some are religious or eldritch, most are
  organizations that follow an apprentice-master relationship to
  teach their magic.
  
  Most Disciple Covenants have been lost to time, the only
  remains of their once-honored organization are ruined long
  halls and tarnished tokens. Some groups have gone into
  hiding, ensuring that they will remain in the world for when
  they are needed. However, a Disciple without an ally will
  slowly wither into nothingness. The process usually takes
  decades, but their dependency on others creates a harsh
  loneliness that consumes them when separated.
  As such, many Disciples must seek out an adventuring party
  or similar community to join, in a place where they can
  practice their Brilliance with others. Trust is hard to come
  across in this world, and if a Disciple trusts a party enough to
  give them a Token of Alliance, then they are the Disciple's new
  company. Disciples rarely ever betray their own.
  
  You can make a bard quickly by following these suggestions.
  First, Strength or Dexterity should be your highest ability
  score, followed by Wisdom. Second, choose the soldier
  background.
  21
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  The Disciple
  Level
  Proficiency
  Bonus
  Features
  Prepared
  Actions
  1st
  +2
  Luminous Assistance,
  Token of Alliance
  2
  2nd
  +2
  Brilliance Wellspring
  2
  3rd
  +2
  Covenant
  2
  4th
  +2
  Ability Score Increase
  3
  5th
  +3
  Extra Attack
  3
  6th
  +3
  Covenant Feature
  3
  7th
  +3
  Token of Alliance
  Improvement
  4
  8th
  +3
  Ability Score Increase
  4
  9th
  +4
  Luminous Assistance
  Improvement
  4
  10th
  +4
  Covenant Feature
  5
  11th
  +4
  Fallen Fury
  5
  12th
  +4
  Ability Score Increase
  5
  13th
  +5
  Token of Alliance
  Improvement
  5
  14th
  +5
  Arcing Power (1 Use)
  6
  15th
  +5
  Luminous Assistance
  Improvement
  6
  16th
  +5
  Ability Score Improvement
  6
  17th
  +6
  Arcing Power (2 Uses)
  6
  18th
  +6
  Divine Company
  6
  19th
  +6
  Ability Score Improvement
  7
  20th
  +6
  Covenant Feature
  7
  
  As a disciple, you gain the following class features.
  
  Hit Dice: 1d10 per disciple level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (6) + your Constitution
  modifier
  
  Armor: Light, Medium, Shields
  Weapons: Simple, Martial
  Tools: None
  Saving Throws: Strength, Wisdom
  Skills: Choose two from Athletics, Insight, Intimidation,
  Perception, Persuasion, Religion.
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a longsword or (b) any martial weapon
  (a) a priest's pack or (b) an explorer's pack
  (a) a longbow and 20 arrows or (b) any martial weapon
  (a) leather armor and a shield or (b) scale mail
  2 daggers.
  or you may choose to gain 4d4 x 10 gp to spend on starting
  equipment.
  
  You can tap into a magical, luminous force of light to grant
  benefits to yourself and your allies. You prepare two
  Luminous Actions, choosing from the list below. Whenever
  you complete a long rest, you may prepare the same or
  different Actions. You may use every Luminous Action you
  have prepared once, regaining all expended uses after
  completing a long rest. You may prepare the same Action
  multiple times to use it more than once per long rest. You can
  prepare a number of Luminous Actions equal to the Actions
  Prepared column of the Disciple table.
  Some actions require Saving Throws to resist. Your Saving
  Throw DC is calculated as 8 + your Proficiency Bonus + your
  Wisdom modifier. Every Luminous Action increases in power
  at levels 9 and 15, and the nature of the empowerment is in
  the description of the Action. A single weapon cannot be
  effected by more than one Luminous Action at a time.
  
  Divine Weapon. As an Action, you can touch a weapon that
  doesn’t already have a spell effecting it. For 1 minute, it begins
  to glow with divine light, emitting bright light for 30 feet and
  dim light for another 30 feet. Whenever any creature deals
  damage with that weapon, they may roll an additional one of
  the weapon’s damage die and add that in radiant damage to
  the damage. You can only deal this extra damage, across all
  your Divine Weapons, once per round.
  You may add this damage twice per round at level 9, and
  thrice per round at level 15. The feature ends if you are
  incapacitated or unable to see the weapon. If a creature
  holding this weapon also possesses your Token of Alliance,
  they gain temporary hit points equal to your Wisdom modifier
  whenever they start their turn holding it.
  Force. As an Action, you may let loose a blast of forceful
  energy from yourself. Every creature within 10 feet of you who
  is not holding your Token of Alliance must succeed on a
  Strength saving throw or be knocked back 10 feet, landing
  prone. On a successful save, they are still knocked back 5 feet
  and are not knocked prone.
  Beginning at level 9, a creature who fails its saving throw is
  also Stunned until the end of their next turn. At level 15, all
  creatures are Stunned until the end of their next turn, even if
  they succeeded on the saving throw.
  22
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  Vow of Silence. As an Action, you speak wordlessly as a dim,
  purple light emanates from you in a 30 foot sphere. Any
  creature within the light cannot cast spells nor be targeted by
  spells. Spells whose area of effect origin point lie outside the
  radius can still effect creatures inside it. Spells cast before the
  Vow of Silence was enacted are not effected by this ability. You
  may use an Action on each of your turns for 1 hour to
  maintain the Vow of Silence, but it otherwise lasts until the
  end of the first turn in which you do not do that.
  Beginning at level 9, the radius increases to 60 feet. At level
  15, the radius increases to 150 feet.
  Magic Barrier. As an Action, you may select yourself, a
  single creature within 5 feet of you, or a creature you can see
  who is holding your Token of Alliance. For the next minute,
  that creature is shrouded in a ward against magic. The
  warded creature can choose for any spell attack roll made
  against them to have disadvantage. After disadvantage has
  been imposed on two spell attack rolls, the effect fades. At
  level 9, you may grant disadvantage to up to 3 spell attacks,
  and at level 15, you may grant disadvantage to up to 4 spell
  attacks.
  Aura of Radiance. As an Bonus Action, you may begin to
  emit an aura of bright light around you for 20 feet, and dim
  light for another 20. When an Undead creature enters this
  light for the first time or begins their turn there, they must
  succeed on a Wisdom saving throw or take radiant damage
  equal to your Wisdom modifier. Targets in the bright light
  automatically fail their saving throw.
  If a creature in the bright light also possesses your Token of
  Alliance, they gain temporary hit points at the beginning of
  their turn equal to your Wisdom modifier.
  
  Your company has left you with the ability to engrave special
  symbols to grant to your allies called Tokens of Alliance.
  Generally these are the form of coins, medallions, lockets, or
  similar trinkets. You may use an action to confer your token of
  alliance to a willing creature within 5 feet of you, at which
  point you gain the following benefits when it is within 5 feet of
  them:
  You can use an Action to grant any creatures with your
  Token of Alliance that are within 30 feet of you resistance
  to your choice of slashing, piercing, or bludgeoning damage
  until the end of your next turn. During this time, you have
  vulnerability to the chosen damage type. A given creature
  loses this resistance if they move 30 or more feet away
  from you or if you become incapacitated.
  Whenever you roll a natural 20 on a saving throw, ability
  check, or attack roll, you may use your reaction to “store”
  excess luck in one of your tokens that are within 60 feet of
  you, at which point you reroll the die and use the second
  roll. Whenever a creature who is holding your Token of
  Alliance that has this stored luck fails a saving throw,
  ability check, or attack roll, they can use their reaction to
  expend this luck and take the natural 20 for that ability
  check, saving throw, or attack roll. The Token of Alliance
  then shatters for that creature.
  Tokens of Alliance also effect many other Disciple abilities.
  At the end of a long rest, you may magically reforge all of your
  Tokens of Alliance if any were broken or lost, any previously
  existing ones immediately being destroyed once a new one is
  created. At levels level 7 and 13, you can create one more
  Token of Alliance at a time.
  You do not gain any benefits from your Tokens of Alliance if
  you hold one.
  
  Beginning at level 2, you have begun to tap into a unique pool
  of Brilliance to augment your abilities. As a bonus action, you
  may send a beam of light towards a creature within 120 feet
  of you that you can see. That creature recovers hit points
  equal to 1d6 + your Wisdom modifier, and then emanates a
  bright light for 5 feet and dim light for 5 more feet until the
  end of their next turn. A creature who is holding your Token of
  Alliance recovers the maximum number of hit points possible.
  You may use this ability a number of times equal to 1 + your
  Wisdom modifier. You regain all expended uses after
  completing a long rest.
  The healing die increases as you gain disciple levels. It
  increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at
  15th level.
  
  At 3rd level, you have solidified your place in your
  organization, called a Covenant. You may choose one of three
  Covenants: the Covenant of Sunlight, the Covenant of Royalty,
  or the Covenant of the Nameless. Your choice grants you
  additional features at level 6, 10, and 20.
  
  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.
  
  Starting at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At level 10, whenever you a creature who is holding your
  Token of Alliance within 30 feet of you has its hit points
  reduced to 0 or dies, you may use your reaction to siphon a
  burst of furious energy from their falling soul. Choose a single
  ability score that the fallen creature had. You copy that ability
  score for 1 minute, using its bonus instead of your normal
  bonus.
  Additionally, until you are reduced to 0 hit points or until
  the ally restores at least 1 hit point, any attacks against the
  fallen ally are made disadvantage.
  Once you use this ability, you must wait until you complete a
  long rest before you can use it again.
  23
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  
  At level 14, you can channel more power into your Brilliance.
  Whenever you use your Brilliance Wellspring on a creature,
  you may choose any number of creatures within 30 feet of it to
  recover the same amount of health, as that creature bursts in
  bright, healing light for 30 feet.
  You can use this ability once, regaining all expended uses
  on after a short or long rest. You may use this ability twice per
  rest at level 17.
  
  At level 18, you can commune with your allies. All creatures
  who are holding your Token of Alliance and each creature
  within 10 feet of you of your choice has advantage on the first
  saving throw they make each round, recovering their use of
  this ability at the end of your turn.
  They do not gain this bonus if you cannot see them, or if you
  are incapacitated.
  
  Disciples are inherently drawn to others of their kind, but not
  all Disciples study Brilliance for the same purpose. Each
  Covenant is a set of rules and connections to further their
  agendas with using Brilliance. The Covenants detailed here
  are connected to the knights of Anor Londo and their devotion
  to the family of the Lord of Sunlight.
  
  Knights devoted to upholding justice and bringing light to the
  land, Disciples of Sunlight were favored of the Lord of
  Sunlight. Originally standard bearers and archers in his army
  against the dragons, Sunlight Warriors call upon the powers
  of lightning to slay their foes.
  
  When you choose this Covenant at 3rd level, you gain these
  additional Luminous Actions you may prepare.
  Lightning Spear. As an Action, you may create a spear of
  lightning and hurl it at a creature. Treat the spear as a thrown
  weapon attack with a range of (120/300) that deals 2d6
  lightning damage. You may use your Wisdom modifier to hit
  and damage with this attack instead of your normal bonus.
  This lightning damage increases as you gain levels in the
  Disciple class. It increases to 3d6 at level 6, 4d6 at level 11,
  and 5d6 at level 16. If a creature who is holding your Token of
  Alliance is within 5 feet of a creature who is hit by your
  Lightning Spear, they may use their reaction to make a melee
  weapon attack against the creature who was just hit by this
  ability.
  
  Additionally at level 3, you can tap into the incandescence of
  the Lord of Sunlight. Any light created by a Disciple feature is
  considered magical sunlight.
  Additionally, whenever you roll lightning or damage from a
  Disciple ability, you may choose to forgo 1 damage die to give
  it to a creature that has your Token of Alliance.
  Whenever that creature takes damage, they may use their
  reaction to burst out in warding light, rolling all of their the
  stored damage dice and reducing the damage taken by that
  amount. They also emit bright light for 30 feet and dim light
  for an additional 30 feet until the end of their next turn.
  You may store a maximum of three total damage dice per
  Token of Alliance. These stored damage dice are lost after
  either of you complete a long rest or if the Token of Alliance is
  lost or destroyed.
  
  At level 6, your sunlight can begin to deflect harm towards you
  and your allies. Whenever you or your allies are in sunlight
  conjured from your Disciple class, one creature in that
  sunlight has a bonus to AC equal to the total number of allies
  inside the sunlight. This creature is always the creature with
  the lowest current hit points.
  They do not gain this AC if you are incapacitated.
  
  At level 10, whenever you use your Lightning Spear Luminous
  Action but before you make the attack roll, you can choose to
  imbue the attack with the power of sunlight. If you hit with
  this attack, you deal maximum damage on the damage die.
  Once use this ability, you cannot use it again until you
  complete a short or long rest.
  
  At 20th level, you are a conduit for the radiance of the sun. As
  an Action, you may change your form, gaining a golden sheen
  to your armor and skin, and emitting bright light for 30 feet
  and dim light for 30 feet for 1 minute.
  When you use this action, you immediately regain a number
  of expended uses of your Luminous Actions, Brilliance
  Wellspring, or Fallen Fury in any combination equal to your 1
  + your Wisdom modifier.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  Also known as the Princess Guard, these Disciples are
  revered knights and healers who pledge themselves to rulers
  and kingdoms. They study restoration, clerical magic in order
  to safeguard their charges, and play the part of the kind healer
  in battle, masters of siphoning health bolts from their own
  Brilliance Wellsprings.
  
  When you choose this Covenant at 3rd level, you gain this
  additional Luminous Actions you may prepare.
  Tranquil Walk of Peace. As a bonus action, you may let
  lose a gentle, pale light for 60 feet in any direction from you
  for 1 minute. Any creature within that light apart from you and
  any creature holding your Token of Alliance when it appears
  or whenever they begin their turn there must succeed on a
  Strength saving throw or have their movement speed reduced
  to half and be unable to take the Dash action until they leave
  the pale light. The light disappears if you are incapacitated or
  dismiss it as a bonus action.
  The radius of this light increases as you gain levels in this
  class. At level 9, the radius increases to 30 feet, and 60 feet at
  level 15.
  24
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  At level 3, You augment your synergy with the ability to cast
  divine spells. See chapter 10 in the PHB for the general rules
  of spellcasting and part 5 in this document for the miracle
  spell list.
  Cantrips. You learn two cantrips of your choice from the
  miracle spell list. You learn an additional miracle cantrip of
  your choice at 10th level.
  Spell Slots. The Royalty Covenant Spellcasting table
  shows how many spell slots you have to cast your spells of 1st
  level and higher. To cast one of these spells, you must expend
  a slot of the spell’s level or higher. You regain all expended
  spell slots when you finish a long rest.
  For example, if you know the 1st-level spell shield of faith
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast shield of faith using either slot.
  Spells Known of 1st-Level and Higher. You know three
  1st-level miracle spells of your choice, two of which cannot
  deal damage. The Spells Known column of the Royalty
  Covenant Spellcasting table shows when you learn more
  miracle spells of 1st level or higher. Each of these spells must
  not be able to deal damage, and must be of a level for which
  you have spell slots. For instance, when you reach 7th level in
  this class, you can learn one new spell of 1st or 2nd level.
  The spells you learn at 8th, 14th, and 20th level can deal
  damage.
  Whenever you gain a level in this class, you can replace one
  of the miracle spells you know with another spell of your
  choice from the miracle spell list. The new spell must be of a
  level for which you have spell slots, and it must not be able to
  deal damage, unless you’re replacing the spell you gained at
  8th, 14th, or 20th level.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your miracle spells, since you learn your spells through
  willpower and devotion. You use your Wisdom whenever a
  spell refers to your spellcasting ability. In addition, you use
  your Wisdom modifier when setting the saving throw DC for a
  miracle spell you cast and when making an attack roll with
  one.
  Spell Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  
  At level 6, your healing becomes more powerful. Any creature
  who is inside light that is created by a Disciple ability, they
  they may treat any 1s on dice rolls to restore their hit points as
  2s. A creature who has your Token of Alliance instead treats
  any 1s or 2s as 3s instead.
  Additionally, you retain some healing when you heal
  another creature with your divine magic. Whenever you
  restore another creature's hit points with a Discipline ability
  or spell, you may choose one healing die used in the spell or
  ability and roll it. You recover hit points equal to the number
  rolled.
  Royalty Covenant Spellcasting
  Disciple
  Level
  Cantrips
  Known
  Spells
  Known
  1st 2nd 3rd 4th
  3rd
  2
  3
  2
  –
  –
  –
  4th
  2
  4
  3
  –
  –
  –
  5th
  2
  4
  3
  –
  –
  –
  6th
  2
  4
  3
  –
  –
  –
  7th
  2
  5
  4
  2
  –
  –
  8th
  2
  6
  4
  2
  –
  –
  9th
  2
  6
  4
  2
  –
  –
  10th
  3
  7
  4
  3
  –
  –
  11th
  3
  8
  4
  3
  –
  –
  12th
  3
  8
  4
  3
  –
  –
  13th
  3
  9
  4
  3
  2
  –
  14th
  3
  10
  4
  3
  2
  –
  15th
  3
  10
  4
  3
  2
  –
  16th
  3
  11
  4
  3
  3
  –
  17th
  3
  11
  4
  3
  3
  –
  18th
  3
  11
  4
  3
  3
  –
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  
  At level 10, you can prevent your ally's death. While you have
  at least one Token of Alliance in existence and that is attuned
  to a creature, you have advantage on death saves.
  Additionally, whenever a creature who has your Token of
  Alliance would fall to 0 hit points or die, they may instead
  choose to shatter the Token and spring back to their feet in a
  burst of radiant light. They recover 2d8 + your Wisdom
  modifier hit points, they return from any prone position, and
  they may immediately take an Action.
  
  At 20th level, you can create a burst of sunlight to emanate
  from you as an Action. Any number of creatures of your choice
  within 100 feet of you immediately lose any levels of madness
  and restore all lost hit points.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  The firstborn son of the Lord of Sunlight betrayed his family
  and sided with their ancient enemies- the dragons. His name
  and the names of all his followers were struck from history,
  and now they are scarcely known to the world. Those who
  follow this Covenant find solace in anonymity, and are known
  for wearing masks and fighting as mercenaries, with lightning
  augmenting their very weapons.
  
  When you choose this Covenant at 3rd level, you gain these
  additional Luminous Actions you may prepare.
  25
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Lightning Blade. As an Action, you may bolster a melee
  weapon you are holding with the power of lightning. For 1
  minute, your damage type with this weapon changes to
  lightning, and you gain a bonus to hit and damage equal to
  your Wisdom modifier. This ability fades if you let go of the
  weapon.
  
  Additionally at level 3, you can create a special mask of the
  Nameless King, ally of the dragons. You can speak, read, and
  write Draconic.
  Whenever a creature holding your Token of Alliance or a
  creature within 30 feet of you takes damage from a source of
  damage you can see within 5 feet of them, you may use your
  reaction to cause a burst of Draconic fear to course through
  that source of damage, if it is a creature. That creature must
  succeed on a Wisdom saving throw or become frightened of
  both you and the ally it just damaged until the end of the ally's
  next turn.
  You may use this ability a number of times equal to your
  Wisdom modifier, regaining all uses after completing a long
  rest.
  
  Beginning at 6th level, you may choose any damage type when
  you use your Token of Alliance to grant resistance to a type of
  damage.
  Additionally, you may choose up to two damage types for
  them to gain resistance to, and you are only vulnerable to one
  of those types of your choice.
  
  Beginning at 10th level, whenever you take the Attack action
  or use your bonus action to use your Brilliance Wellspring,
  any creature who is holding your Token of Alliance within 60
  feet of you who can see you may also make a melee weapon
  attack as a reaction.
  
  At level 20, you can call upon the power of dragons to
  summon your own ally. Using a 1 hour ritual, you may
  magically summon a creature of the Dragon-type with a CR of
  6 or lower to fight with you. The draconic ally is always your
  alignment and obeys your verbal commands. Your draconic
  ally's attacks are magical, and it always considered to be
  possessing a Token of Alliance for the purposes of Disciple
  abilities.
  If your draconic ally is reduced to 0 hit points or if you die, it
  dissapears. You can use your Fallen Ally on it. In combat, your
  draconic ally acts at the end of your turn, with its own
  movement, and you must use a bonus action on your turn to
  command your draconic ally. If you are reduced to 0 hit points,
  your ally will protect your body. Once slain, you cannot
  summon your draconic ally again for 1 week.
  Changelog
  1.0 Class launch! 
  1.1 Adjusted wording of abilities and changed some
  numbers of subclass features. Ported over to Finn's
  Tome of Heroes.
  26
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  A drow warrior takes his longsword, and activates a red rune
  embedded into its side earlier. The rune glows a deep skarlet,
  lighting every inch of the steel blade, until he swings it ahead
  of him, letting forth a fiery projection of his the Drake which
  rends through the Hook Horrors'.
  A deep gnome holds forth a gnarled staff, letting his mind
  fall back to the great Titan which grants his power. Finding
  the source of deep psionic strength, he weaves the Ancient's
  power into a shield for himself and his allies.
  A pale dragonborn lurches forwards, falling into a feral
  ferocity with his weapons, swinging each time with greater
  force. The duergar flee from his might, and those who look
  back see the dripping, black maw of the Monster looming
  behind his feral form.
  An order of ancient monster hunters who live in the giant
  caverns of the Underdark, adherents of the Drakeblood gain
  strength from the bodies of thier fallen foes and the blessing
  of the three Trapped Titans of the Underdark, a group only the
  Drakebloods remember. The spectacular power of thier
  invocations can sunder armies, crush your enemies' will, or
  turn you into the very monsters you hunt.
  
  While some Drakeblood adherents occasionally go to the
  surface, they are still very much creatures of the Underdark,
  and they find discomfort in the sun and open spaces. They
  travel in the Underdark as a tribe or small group of nomadic
  hunters, never truly settling down, for thier quarries have long
  memories and powerful allies. Therefore, Drakebloods usually
  come to the surface if they are exiled or chasing a quarry,
  which is not often.
  These hunters are often outcast in surface communities
  due to thier barbaric use of blood as a magic. Some are even
  openly attacked. However, this has not stopped the surface
  asking for hunters to help with thier wars agaisn't the horrors
  of the Underdark and extraplanar locations. Therefore, most
  societies view these shadowy figures with suspicion, but
  accept them as a neccessary evil.
  
  The powers of the Drakebloods come from several incredibly
  powerful, Primordial beings- the Trapped Titans. These Titans
  were sealed away in the depths of the Underdark eons ago for
  fear of their power or knowledge. As such, these Trapped
  Titans' anger and spite towards the creatures who chained
  them. This anger and spite leeches into the Material Plane,
  and eventually entered into the first soldiers of the drakeblood.
  A drakeblood warrior eventually takes on aspects of the
  Trapped Titans, and inspires the ire of their enemies. The
  blood of these enemies are particularly potent when used for
  drakeblood magic, as the anger that flows through the
  creatures' veins inspires greater power from this primal pact.
  Eventually, the drakebloods develop mutilations and
  mutations which reflect the Titan which they have chosen to
  serve, and they become more like the creatures they slay.
  The essence of drakeblood magic is divine and linked with
  the souls of the creature they have slain. As such, most, if not
  all, drakebloods wear armor of hide and wield weapons of the
  creatures they have slain. Metal armor and shields stifle the
  effects of blood magic, and drakebloods will not wear them
  lest they lose their connection with the Titans.
  
  As you create your drakeblood character, think about how they
  came into this calling. Were they enslaved by drow and
  learned blood magic to escape? Or were your family tribal
  drakeblood who wandered the Underdark? Do you choose to
  embrace the hunt, or do you work hard to temper back your
  more volatile urges? How much do you know of the surface
  world, if you weren't born there?
  Make sure to ask your DM if there is an Underdark in your
  world. If not, what kind of dark realm could house the
  drakebloods? Alternatives to the Underdark could be the
  Shadowfell, ancient and deep jungles, or any of the lower
  planes, such as the Infinite Layers of the Abyss. And what
  made you leave this exotic home and begin adventuring?
  Perhaps you were exiled for a crime, or you set off to recover
  an ancient artifact that your tribe lost centuries ago.
  
  You can make a drakeblood quickly by following these
  suggestions. First, put your highest ability score in Strength or
  Dexterity, followed by Charisma. Second, choose the
  Outlander background.
  27
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  The Drakeblood
  Level
  Proficiency
  Bonus
  Features
  Drakeblood
  Damage
  Flares
  Known
  1st
  +2
  Harvester, Fighting
  Style
  +2
  –
  2nd
  +2
  Blood Flare, Corpse
  Crafting
  +2
  2
  3rd
  +2
  Drakeblood Gift
  +2
  2
  4th
  +2
  Ability Score
  Improvement
  +2
  2
  5th
  +3
  Extra Attack
  +2
  3
  6th
  +3
  Gift Feature
  +2
  3
  7th
  +3
  Extraordinary
  Creation
  +2
  3
  8th
  +3
  Ability Score
  Improvement
  +2
  3
  9th
  +4
  Potent Flare (1 Use)
  +3
  3
  10th
  +4
  Gift Feature
  +3
  4
  11th
  +4
  Extraordinary
  Creation
  Improvement
  +3
  4
  12th
  +4
  Ability Score
  Improvement
  +3
  4
  13th
  +5
  Potent Flare (2
  Uses)
  +3
  4
  14th
  +5
  Gift Feature
  +3
  4
  15th
  +5
  Extraordinary
  Creation
  Improvement
  +3
  5
  16th
  +5
  Ability Score
  Improvement
  +4
  5
  17th
  +6
  Gift Feature
  +4
  5
  18th
  +6
  Potent Flare (3
  Uses)
  +4
  5
  19th
  +6
  Ability Score
  Improvement
  +4
  6
  20th
  +6
  Volatile
  Hemomancy
  +4
  6
  
  As a Drakeblood, you gain the following features.
  
  Hit Die: 1d10 per Drakeblood level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points after 1st Level: 1d10 (or 6) + your Constitution
  modifier
  
  Armor: Light, Medium, Shields (drakebloods will not wear
  armor or use shields made of metal)
  Weapons: Simple, Martial
  Tools: Harvester's Tools and any one Artisan's Tools
  Saving Throws: Constitution, Charisma
  Skills: Choose 2 from Acrobatics, Arcana, Animal Handling,
  Investigation, Nature, Survival, or Perception
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a pike or (b) any martial weapon.
  (a) a heavy crossbow and 20 bolts or (b) a shield and any
  simple weapon.
  (a) an explorer's pack or (b) a dungeoneer's pack
  Leather armor, 3 beast blood vials, and harvester's tools.
  or you may choose to gain 5d4 x 10 gp to spend on
  equipment.
  
  From your extensive training in harvesting fallen enemies, you
  can harvest certain resources from a fallen enemy. To harvest
  parts from a corpse of an enemy, such as blood or bone, you
  must pass a Harvester's Tools check with a DC of 10 + the
  enemy's CR, to a maximum of 20. The enemy must be of at
  least 1 CR, or the blood is too weak to be used for Drakeblood
  abilities. This check is generally a Dexterity check, but the
  ruling is up to the DM and the situation.
  On a successful harvest, you gain 1 vial of blood, plus 1d4
  vials of blood for each size increment above Small.
  The single vial of blood you harvest can be used by applying
  a rune to a weapon or 3 pieces of ammunition as a bonus
  action. This adds your Drakeblood Damage to any damage
  caused by the runed weapon, found in the Drakeblood
  Damage column on the Drakeblood classs list, and allows you
  to activate flares at higher levels. A rune lasts for 1 minute or
  until it is ruined (by an ability or casting an Invocation).
  You can only have one rune inscribed at a time.
  
  You adopt a particular style of fighting as your specialty.
  Choose a fighting style from the list of optional features. You
  can't take the same Fighting Style option more than once,
  even if you get to choose again.
  
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  
  When you roll a 1 or 2 on a damage die for an attackyou make
  with a melee weapon that you are wielding with two hands,
  you can reroll the die and must use the new roll. The weapon
  must have the two-handed or versatile property for you to gain
  this benefit.
  
  While you are wearing armor, you gain +1 to AC.
  28
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  
  You gain +2 bonus to attack rolls you make with ranged
  weapons.
  
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a shield.
  
  At 2nd Level, you learn how to further manifest the strength of
  your fallen foes by instantly burning the latent power in your
  rune to create a spectacular effect, called a Runic Flare. You
  learn 2 Runic Flares of your choice from the list below. You
  can use Flares a number of times equal to 1 + your Charisma
  modifier, regaining all expended uses after completing a long
  rest.
  When you use a Flare, you ruin your blood rune. When an
  Flare calls for a Saving Throw, use 8 + your Charisma
  Modifier + your Proficiency bonus.
  You learn new Flares of your choice when you reach certain
  levels in the drakeblood class, as shown on the Flares Known
  column. Whenever you gain a level in the drakeblood class,
  you may choose to switch out one Flare for another that you
  meet the prerequisites for. All Flares are listed at the end of
  the class description.
  
  Unless otherwise noted, using one of these Invocation first
  requires and then ruins an active blood rune. A blood rune
  ruined on a single ranged attack is ruined on all the rest
  inscribed ammunition you have.
  If an Flare allows you to cast a spell, you cast it at 1st level.
  You can cast any spell on this list at higher spell levels when
  you gain levels in the drakeblood class, as determined by the
  table below.
  Drakeblood Level
  Spell Slot Level
  2nd
  1st
  5th
  2nd
  9th
  3rd
  13th
  4th
  17th
  5th
  
  Beginning at level 2, you learn some secrets of crafting
  weapons and armor from your fallen enemies. When you
  harvest the Large corpse of an enemy who is at least 2 CR,
  you may spend 1 hour to gather the materials to craft a single
  simple melee weapon or a single set of leather or hide armor.
  After you gather these materials, you can begin to create the
  item over any period of days, completing it after you have
  spent enough time on it, as determined by the Crafting Time
  of the item (see Crafting Weapons and Armor table at the end
  of the class description). A creature with no levels in the
  Drakeblood class cannot effectively wield items created this
  way. You cannot gain any blood vials from a creature
  harvested in this way.
  You gain the ability to create more mundane armor and
  weapons as you gain Drakeblood levels. Weapons and armor
  created this way are not considered metal and are not effected
  by abilities that effect metal armor, such as a rust monster’s
  antenna or heat metal.
  Crafting times are listed in Special Items at the end of the
  Class description.
  Drakeblood
  Level
  Armor
  Weapons
  2nd
  Leather, Hide,
  Shield
  Simple melee
  5th
  Scale Mail, Studded
  Leather
  Simple ranged
  11th
  Breastplate, Half­
  Plate
  4 Martial weapons of
  your choice
  15th
  None
  All Martial
  
  At level 3, you are gifted with the blood of one of the Trapped
  Titans. This focus allows you to embody an aspect of these
  Titans in the form of physical mutations, and grants you
  increasing power to slay their foes. There are 3 Titans
  described at the end of the Class's features- the Drake, the
  Ancient, and the Monster.
  Choose one Titan to emulate. You gain features from this
  choice at 3rd, 6th, 10th, 14th, and 17th level.
  
  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.
  
  Beginning at 5th level, you can attack twice, instead of once,
  when you take the Attack action on your turn.
  29
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  
  At level 7, you begin to tap into the secret knowledge of the
  titans, allowing you to steal an enchantment to use in your
  crafting. You learn one magical enchantment, as well as one
  additional enchantment at levels 11 and 15, choosing from the
  appropriate lists below. The next time you harvest a creature
  of Large size or larger that is a CR equal to the level you
  gained the enchantment at or higher, is Large, and fulfills any
  prerequisites for the magical item, you may begin crafting the
  item as with your Corpse Crafting feature.
  Each magic item takes a number of hours to craft equal to
  double the level you aquired it at, and they require no gold
  components. You may only have one of each magic item in
  existence at a single time, and only Drakebloods can use these
  items. Your subclass provides additional enchantment options
  with more specific crafitng requirements.
  These magic items are detailed in the Dungeon Master’s
  Guide. The crafting specifics are detailed in Special Items at
  the end of the Class description. 
  7th Level: Boots of the Winterland, Eyes of the Eagle,
  Gloves of Swimming and Climbing, Goggles of Night
  11th Level: Cloak of Protection, Cloak of the Manta Ray,
  Periapt of Wound Closure, Slippers of Spider Climbing
  15th Level: Cloak of the Bat, Dimensional Shackles, Ring
  of Animal Influence, Rope of Entanglement
  
  At level 9, whenever you use a Flare, you may choose to make
  it Potent. When you make a Flare Potent, you gain temporary
  hit points equal to your Drakeblood level.
  You can make a Flare potent one time, gaining more uses as
  you increase in drakeblood level. You can use it two times
  when you gain 13th level, and three times at 18th level. You
  regain all expended uses upon completing a long rest.
  
  At level 20, you can magically mimic the effect of monster
  blood using your own life force. You can use a Flare without
  ruining your rune. When you do so, your maximum hit points
  and hit points are reduced by 1d12 + 10, which lasts until your
  next long rest or until healed by a spell such as greater
  restoration.
  If you die as a result of this hit point reduction, your soul is
  dragged into the depths and imprisoned alongside the
  Trapped Titans, and you cannot be restored to life.
  
  Drakeblood packs are structured and martial. Each Titan gifts
  to their soldiers unique physical traits that help them in their
  endeavors as a member of a pack. When a drakeblood warrior
  develops their first mutation, they are placed into their caste
  in the pack, and their path becomes clear.
  
  The Gifted of the Drake are the leaders and vanguard of the
  drakeblood packs- they are the ones who give the drakebloods
  their name. The Drake is said to have been a wingless rival of
  the two dragon gods, Tiamat and Bahamut, but was sealed
  away after losing a great battle. As such, Drake warriors can
  steal the powers of dragons and use them against others on
  the battlefield.
  
  Whenever you choose an Extraordinary Creation to learn, you
  may instead choose one from this list. These items are more
  difficult to craft than the general enchantment options, as they
  require a specific creature's remains to create.
  Drakeblood
  Level
  Creation
  Required Remains
  7th
  Javelin of
  Lightning
  Any creature with a lightning
  breath weapon
  11th
  Dragon
  Slayer
  A true dragon of CR 12 or
  higher
  15th
  Dragon Scale
  Mail
  A true dragon of CR 18 or
  higher
  
  When you choose this Gift at level 3, you gain the ire of
  dragons and dragon-type enemies. When you harvest blood
  from dragons, you harvest double your roll.
  Additionally, while within 30 feet of these dragons or
  dragon-type enemies who are aware of your presence, the
  enemy must make a Wisdom saving throw at the beginning of
  its turn against your Flare DC or have disadvantage on any
  attack roll against a creature who is not you. Part dragon
  creatures, such as Kobolds and Dragonborn, are considered
  dragons for the purposes of this ability.
  A creature who succeeds against this saving throw is
  immune to its effect for the next 24 hours.
  
  Additionally at level 3, when you create a blood rune from the
  blood of a dragon type creature, you gain +2 to your AC as
  scales spread across your body. You do not gain this benefit if
  you are wearing heavy armor.
  Additionally, if the dragon you killed to obtain the blood for
  the blood rune was a dragon with a breath attack (such as a
  red dragon's fire breath) you are resistant to that breath
  attack's damage type until the rune is ruined.
  
  At level 6, you can imbue your blade with the power of the
  elements. While you have a blood rune inscribed, you can
  choose to deal either fire, frost, lightning, acid, or poison
  damage with your weapon attacks as opposed to your
  weapon's actual damage.
  While your weapon attacks' damage type is modified in this
  way, your attacks are considered magical for the purposes of
  overcoming damage resistance and immunity.
  30
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  
  At level 10, whenever you take the Attack action, you can
  expend one use of Potent Flare to make a another weapon
  attack as a bonus action. If this extra attack hits, it deals an
  additional 3d8 fire, frost, lightning, acid, or poison damage
  (your choice).
  This additional damage increases to 4d8 at level 17.
  
  At level 14, you have acquired the senses of a dragon. You gain
  blindsight out to 30 feet and have advantage on Dexterity
  saving throws if you can see the source and it is within 30 feet
  of you.
  
  At level 17, you have gained the lungs that can steal the
  destructive breath of a dragon and other creatures. When you
  are subject to a magical effect that would force creatures in an
  area of effect to make a saving throw to take half damage, you
  can instead use your reaction to cancel that ability and absorb
  it into your lungs. The damage must be fire, frost, lightning,
  acid or poison to use this ability. When you cancel an ability in
  this way, the ability does not damage anyone in the radius.
  After absorbing an ability in this way, you can use your
  action on your next turn to use the same ability, using the
  original saving throw if necessary.
  Once you use this ability, you cannot use it again until you
  have completed a long rest.
  
  The Gifted of the Ancient are mystical shamans and seers of
  the Drakeblood packs. The Ancient was once a human, but in
  their folly they ascribed themselves to true understanding of
  the nature of the Far Plane. As a means of protecting
  themselves, the denizens of the Far Planes found the Ancient
  and sealed him away, along with his secret knowledge.
  Ancient shamans are masters of psychic force and can bend
  the minds of people and creatures around them. They are
  amongst the few who can begin to understand the infinite
  madness of the Far Realms- and they can wield that madness
  as a weapon.
  
  Whenever you choose an Extraordinary Creation to learn, you
  may instead choose one from this list. These items are more
  difficult to craft than the general enchantment options, as they
  require a specific creature's remains to create.
  Drakeblood
  Level
  Creation
  Required Remains
  7th
  Sentinel Shield Any aberration with an eye
  ray attack
  11th
  Robe of Eyes
  An aberration of CR 12 or
  higher
  15th
  Ring of
  Telekinesis
  An aberration of CR 18 or
  higher
  
  When you choose this Gift at level 3, you gain the ire of
  aberrations. When you harvest blood from aberrations, you
  harvest double your roll.
  Additionally, while within 30 feet of an aberration that is
  aware of your presence, the enemy must make a Wisdom
  saving throw at the beginning of its turn against your Flare
  DC or have disadvantage on any attack roll against a creature
  who is not you.
  A creature who succeeds against this saving throw is
  immune to its effect for the next 24 hours.
  
  Additionally at level 3, whenever you apply a blood rune using
  blood taken from an aberration, you are immune to the
  charmed and frightened conditions until the rune is ruined.
  Additionally, if the aberration had the Telepathy trait, you
  have Telepathy out to 30 feet until the rune is ruined.
  
  At level 6, while you have a blood rune active, you may choose
  to use your mind as a weapon. If you take the Attack action,
  instead of making two attacks with your weapon, you may
  make two ranged spell attacks against a creature within 60
  feet of you, using Charisma as your spellcasting ability.
  Although this is a spell attack, you only need Verbal
  components for it to function. On a hit, the creature takes 1d6
  + your Charisma modifier + your Drakeblood damage bonus
  in psychic damage. This spell attack is considered to have the
  psionic spell subtype.
  This damage die increases as you gain levels in the
  drakeblood class. The die increases to 1d8 at level 11, then
  1d10 at level 17.
  
  At level 10, whenever you use a Flare that forces a creature to
  make a saving throw you may choose to expend one use of
  Potent Flare to add an additional effect.
  If the creature fails, they must use their reaction to make a
  melee attack against the nearest creature to them that they
  can see, excluding you. They can move up to half their speed
  towards the enemy as part of this reaction if they are not close
  enough. If they hit, the creature that was hit must make a
  Wisdom saving throw or be forced to use their reaction do the
  same attack against the nearest creature who is not the
  creature which just attacked them or you. This effect will
  continue to chain from creature to creature until an attack
  misses or a creature resists the saving throw.
  A creature who is immune to charm is immune to this
  ability.
  
  At level 14, you can cast detect thoughts at will without
  requiring any material components. Charisma is your
  spellcasting ability for this spell.
  
  At level 17, you can temporarily imprison a creature's mind. As
  an action, you can force a creature within 60 feet of you that
  you can see to make an Intelligence saving throw. On a failure,
  that creature becomes Stunned for 1 hour, or until you lose
  concentration (as if concentrating on a spell).
  31
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  If the creature takes any damage or if they are moved more
  than 5 feet in a single round from their location, the effect is
  broken. Creatures with an Intelligence of 3 or lower are not
  effected by this ability.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  Those of the Monster are born into the shadows of
  drakeblood society, as scouts and rangers. They more than
  most are drawn to the dark reaches of the Underdark, finding
  solace in the cold shadows. The Monster was a great beast
  whose name was stricken from history. A hero of old cast him
  down into the depths of the earth and bound him in tar and
  oil, never to see light again.
  Monster scouts are swift and deadly, with violent,
  temporary mutations that effect their body as they track down
  their quarry. They are often mistaken as lycanthropes.
  
  Whenever you choose an Extraordinary Creation to learn, you
  may instead choose one from this list. These items are more
  difficult to craft than the general enchantment options, as they
  require a specific creature's remains to create.
  Drakeblood
  Level
  Creation
  Required Remains
  7th
  Bag of Tricks
  (Any Color)
  Any monstrosity with a
  bestial head or body
  11th
  Mace of Terror
  An monstrosity of CR 12 or
  higher
  15th
  Cloak of
  Arachnida
  An monstrosity of CR 18 or
  higher
  
  When you choose this Gift at level 3, you gain the ire of
  monstrosities. When you harvest blood from monstrosities,
  you harvest double your roll.
  Additionally, while within 30 feet of an monstrosity that is
  aware of your presence, the enemy must make a Wisdom
  saving throw at the beginning of its turn against your Flare
  DC or have disadvantage on any attack roll against a creature
  who is not you.
  A creature who succeeds against this saving throw is
  immune to its effect for the next 24 hours.
  
  Additionally at level 3, whenever you apply a blood rune using
  blood taken from a monstrosity, your teeth lengthen and
  sharpen to a point. You are considered proficient with your
  unarmed strikes using your bite while you have this blood
  rune inscribed, and your bite attacks deal 1d4 + your Strength
  modifier + your Drakeblood Damage bonus in piercing
  damage. Whenever you take the Attack action, you may use
  your bonus action to make an attack with your maw.
  This bite damage increases at certain levels. It changes to
  1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
  These bite attacks are considered magical for the purposes of
  overcoming damage resistance and reduction.
  
  At level 6, whenever you deal damage to a creature with an
  attack you add your Drakeblood damage to, you may use a
  bonus action to force that creature to make a Constitution
  saving throw. On a failure, that creature is poisoned until the
  end of your next turn.
  
  At level 10, you can take on the form of the Monster. As an
  action, you may expend one use of Potent Flare to grow to a
  monstrous shape and form.
  When you change, you lose any AC bonuses from your
  armor or shields, as your equipment melds into your new
  form. Your AC becomes 10 + your Charisma modifier + your
  Dexterity modifier. You become proficient in your unarmed
  strikes, which deal damage according to your Bite of the
  Beast, and you always have Bite of the Beast active. Your
  movement speed increases by 10 feet, and you grow to Large
  size. You have resistance to your choice of non-magical, non-
  silvered slashing, piercing, or bludgeoning damage. This new
  form lasts for 1 minute, or until you are knocked unconscious.
  While this form, you may inscribe a blood rune onto your
  claws as a bonus action, granting you the ability to use Flares
  during this form. Since your Bite of the Beast already adds
  your Drakeblood damage, this does not add it to your
  unarmed strikes again.
  
  At level 14, whenever you deal damage to a creature, you have
  advantage on Wisdom (Survival) and Wisdom (Perception)
  checks made to track or search for that creature for the next
  hour.
  
  At level 17, you can call upon the visage of the Monster to
  scatter your foes. As an action, a terrible, illusory form of the
  Monster appears in a point of your choice within 60 feet. Any
  creature within 30 feet of it who can see the illusion must
  make a Wisdom saving throw or take 6d12 psychic damage
  and be frightened of the illusion for 1 minute. A creature who
  succeeds takes half damage and is not frightened. A creature
  can attempt to make another Wisdom saving throw to recover
  from being frightened at the end of each of their turns, but
  only so long as they break line of sight of the Illusory Monster.
  Once you use this ability, you cannot use it again until you
  have completed a long rest.
  
  If a Runic Flare has prerequisites, you must meet them to
  learn it. You can learn a flare at the same time that you meet
  its prerequisites.
  
  You can cast either searing smite or wrathful smite as a bonus
  action.
  32
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  
  When you hit a creature with an attack, you can use a bonus
  action to cause a blood rune on that weapon to animate and
  lash out at another creature within 10 feet of the target of that
  attack. Make a melee weapon attack for your rune, which
  deals 1d8 + either your Strength or Dexterity modifier + your
  Drakeblood damage on a hit. Regardless of whether the attack
  hits or not, the rune is ruined.
  
  You may use an action to cause your rune to leap out towards
  a creature within range. Roll 3d8 plus an additional 1d8 per
  every two of your drakeblood levels (rounded down). If your
  roll exceeds your target’s current hit points, it is immediately
  restrained as a black coil forms around them.
  The binding lasts for 1 minute, until the bound creature
  takes damage, until you lose concentration (as if
  concentrating on a spell), or until you create another blood
  rune.
  
  Prerequisite: 5th level, Gift of the Drakeblood  
  You can use an action to cast dragon's breath on yourself.
  
  Prerequisite: 10th level, Gift of the Drakeblood 
  You take on the frightful presence of the dragons. As an
  action, you can force every creature within 15 feet of you to
  make a Wisdom saving throw. On a failure, they are afraid of
  you for 1 minute.
  A creature can repeat the saving throw at the end of each of
  its turns, ending the effect on a success. A creature who
  succeeds is immune to this ability for the next 24 hours.
  
  You can use an action to cast either magic missile or soul
  arrow°.
  
  You can use an action to cause your rune to leap outwards
  towards a point within 30 feet of you. It expands into a 10 foot
  cube of mystical, partially ethereal strings. Any creature on the
  Ethereal Plane is pulled into the material plane while they are
  in contact with the web, and they are effected by it as
  described below.
  Any creature in the web must succeed on a Dexterity saving
  throw or be restrained until the beginning of their next turn,
  where they must make the saving throw again.
  The web remains for 8 hours, until you are knocked
  unconscious, or until you use a bonus action to dismiss it.
  
  Prerequisite: 5th level, Gift of the Monster 
  You may use an action to cast pass without a trace.
  
  As an action, you can choose to inscribe a special form of
  blood rune onto one of your weapons. The weapon then
  begins to pull you towards the nearest creature within 300
  feet of you of the type that the blood was taken from, giving
  you advantage on all Wisdom (Survival) checks made to track
  the creature.
  This rune lasts for 24 hours or until you make an attack
  with it, after which its tracking properties are lost and it only
  remains for one minute longer, as with a regular blood rune.
  
  As a reaction, whenever you take damage from a melee
  weapon or whenever you deal damage with a melee weapon,
  you can force a Large or smaller creature who you just
  attacked or who just attacked you to make a Strength saving
  throw or be knocked prone.
  
  Prerequisite: 10th level 
  When you deal damage with a weapon attack with an
  inscribed rune, you may choose to forgo damage to activate
  this flare and cast dispel magic.
  
  Prerequisite: 10th level, Gift of the Monster 
  You may use an action to cause a creature within 30 feet of
  you who can see you to begin turning to stone. That creature
  must make a Constitution saving throw or have their
  movement speed reduced by half. At the beginning of their
  next turn, they must make a Constitution saving throw or
  become restrained. Finally, on their next turn they must make
  a Constitution saving throw or become petrified for 1 hour, or
  until you lose concentration, as if concentrating on a spell.
  If any of the creature's Constitution saving throws succeed,
  the effect ends, and the creature is immune to this flare for
  the next 24 hours. A greater restoration or similarly powerful
  magic dispels this effect. If you create another blood rune
  before the creature is petrified, the flare ends.
  
  You can use an action to cast burning hands.
  At level 5, you can choose to cast scorching ray instead.
  
  Prerequisite: 5th level 
  When you take the Attack action with a ranged weapon using
  ammunition that is imbued with a blood rune, you can choose
  to use this Flare to add your Charisma modifier to all attack
  and damage rolls with attacks using those pieces of
  ammunition during that Attack action.
  You also still add your Drakeblood Damage to those attacks
  damage even though the rune is expended in activating this
  ability.
  
  As a reaction, you may either cast shield or absorb elements.
  
  Prerequisite: Gift of the Ancient 
  You may use an action to transfer your rune onto a non-
  moving point within 5 feet of you that you can see. You can
  use your Action to look through your rune as if you were
  standing in that 5 foot space. The rune is barely visible, only
  able to be seen with a Perception check against your Flare
  DC.
  33
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  Once transferred, the rune lasts until you use a bonus action
  to de-activate it (although the physical rune stays there), until
  you create a new blood rune, until it is ruined, or until 24
  hours have passed, after which it is ruined. While your Rune is
  placed somewhere as a Sigil of Sight, you do not gain your
  Rune damage in weapon attacks and you cannot ruin the rune
  to activate Flares.
  You must be on the same plane of existence to see through
  your rune.
  
  Prerequisite: 17th level, Gift of the Ancient 
  Choose a single creature within 30 feet of you. That creature
  must succeed on an Intelligence saving throw or have the last
  hour of their memories wiped.
  After doing so, you may make a Charisma (Persuasion)
  check versus their Wisdom (Insight) check. On a success,
  anything you narrarate to them for the next minute fills in the
  missing memories, so long as it remains plausible to the
  listener.
  These false memories can be dispelled with a dispel magic.
  This ability is considered a 5th level spell for the purposes of
  dispel magic. After the false memories are dispeled, a creature
  can have its original memories restored via greater
  restoration or similarly powerful magic.
  
  Prerequisite: 5th level 
  You can use an action to either cast levitate or misty step.
  
  Prerequisite: 10th level 
  You can use an action to cause the rune to spread to your back
  and expand into crimson wings. You have a flying speed of 30
  feet with these wings. You maintain these wings for 1 minute,
  or until you lose concentration, as if concentrating on a spell.
  The wings fade when you create another blood rune.
  
  Prerequisite: 17th level 
  You can use an action to cast hold monster or hold person.
  The creature type(s) detailed in your Gift's Enmity has
  disadvantage on this saving throw.
  
  Sometimes, a drakeblood may wish to buy items required for
  their abilites rather than harvest them from their foes. These
  prices are suggested, but obviously they would be different
  based on availability and legality. Characters with the
  Criminal Contact or Thieves Cant features might be able to
  gain access to these items even if they are illegal.
  Item
  Cost
  Weight
  Artisan's Tools
     Harvester's Tools
  25 gp
  5 lbs
  Blood Vials
     Beast Blood (3)
  6 gp
  1 lbs
     Humanoid Blood (3)
  30 gp
  1 lbs
     Rare Humanoid Blood (3)
  90 gp
  1 lbs
     Abberation Blood (3)
  60 gp
  1 lbs
     Monstrosity Blood (3)
  45 gp
  1 lbs
     Draconic Blood (3)
  60 gp
  1 lbs
     True Dragon Blood (3)
  150 gp
  1 lbs
     Celestial Blood (3)
  150 gp
  1 lbs
     Elemental Essence (3)
  150 gp
  0 lbs
     Fey Blood (3)
  45 gp
  1 lbs
     Fiendish Blood (3)
  60 gp
  1 lbs
     Giantish Blood (3)
  60 gp
  1 lbs
     Ooze Necrotic Residue (3)
  45 gp
  1 lbs
     Flora Death Sap (3)
  30 gp
  3 lbs
     Deadman's Blood (3)
  45 gp
  1 lbs
  Steel Vial
  3 gp
  2 lbs
  Blood Vials. Each type of vial is related to a specific type of
  creature. Beast blood is the most common, and can be bought
  from butchers and huntsmen. Humanoid blood is usually
  illegal to sell or buy, and its harvesting is considered
  detestable for obvious reasons. However, some criminal
  organizations can sell these blood vials. Other blood can often
  be bought from mages or traveling adventurers depending on
  the availability.
  Elemental Essence, Ooze Necrotic Residue, Deadman's
  Blood, and Flora Death Sap are all effective blood substitutes
  for the Elemental, Ooze, Undead, and Plant monster types,
  respectively. Constructs do not have blood or a bloodlike
  substitute. Assume a higher price for a specific creature's
  blood, such as the blood of a red dragon as opposed to general
  True Dragon blood.
  Steel Vial. This small, alchemically reinforced vial can hold
  even the most hot or caustic of substances, and ignores to the
  glass-shattering effect of shatter and similar abilities.
  34
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  In order to craft a weapon or armor from your enemies, you
  must first harvest the enemy (see the Harvester ability above)
  for the appropriate materials, then spend a certain amount of
  days crafting that item. You must be of a level to craft these
  items.
  The cost of these items is reflective of the special bloods,
  arcane runes, and extra materials required to create the
  items.
  Item
  Cost
  Material Type
  Time
  Simple Melee Weapons
  Club, Dagger, Light
  Hammer, Sickle
  5 sp
  Bone
  1 hour
  Greatclub, Quarterstaff,
  Javelin
  5 sp
  Bone
  2 hours
  Handaxe, Mace, Spear
  2 gp
  Bone
  4 hours
  Simple Ranged Weapons
  Dart, Arrows/Bolts (20),
  Sling
  1 sp
  Fang or Bone or
  Needle
  10
  minutes
  Shortbow, Light
  Crossbow
  10
  gp
  Bone, Leather
  4 hours
  Martial Melee Weapons
  Battleaxe, Warhammer,
  Longsword
  5 gp
  Bone
  8 hours
  Flail, Morningstar, War
  Pick
  10
  gp
  Bone, Fang or
  Needle
  8 hours
  Glaive, Greataxe,
  Greatsword
  15
  gp
  Bone, Large Claw
  or Fang
  12
  hours
  Halberd, Pike, Trident,
  Rapier
  10
  gp
  Bone, Needle
  8 hours
  Lance
  5 gp Bone, Large Needle
  or Fang
  8 hours
  Scimitar, Shortsword
  10
  gp
  Bone, Claw
  4 hours
  Whip
  1 gp
  Leather
  2 hours
  Item
  Cost
  Material Type
  Time
  Martial Ranged Weapons
  Blowgun
  5 gp
  Bone
  1 hour
  Longbow, Hand
  Crossbow, Heavy
  Crossbow
  20
  gp
  Bone, Leather
  12
  hours
  Net
  5 sp
  Leather
  10
  minutes
  Light Armor
  Leather
  5 gp
  Leather
  4 hours
  Studded Leather
  30
  gp
  Leather, Bone
  8 hours
  Medium Armor
  Hide
  5 gp
  Leather
  2 hours
  Scale Mail
  35
  gp
  Scales, Leather
  8 hours
  Breast Plate
  300
  gp
  Leather, Shell or
  Plates or Carapace
  12
  hours
  Half­Plate
  500
  gp
  Leather, Shell or
  Plates or Carapace
  24
  hours
  Shields
  Bone Shield
  5 gp
  Bone, Shell or
  Plates or Carapace
  12
  hours
  Changelog
  1.0 Class Released!
  35
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  A young Tiefling darts into the alley, strange wispy mists
  wrapping around their tattered cloak. Suddenly, coins come
  rocketing from the mists piercing through the guard's armor
  with the force of a heavy bolt, before they notice the horned
  thief flying through the skies with an inhumanly tall leap.
  A nobleman with a fine moustache and a wispy cape walks
  calmly through the crowd of apathetic gnolls, mentally
  focusing on keeping them calm while recognizing he only has
  a few minutes left to spare.
  The gnome sits by at the bar, taking a glance around and
  flaring the dull metal in his stomach. Faint orbs of light
  emanate from a weaselly man fidgeting in the corner, showing
  his veiled aura of protection to his seeker eyes.
  These unique magic users are all Mistborn, people who
  manipulate metals and internal workings of other creatures
  through the use of Allomancy, the magic of burning metals.
  Sly and subtly magical, Mistborn are nearly undetectable
  when using their powers, and they are favored by mysterious
  mists, though no one can for sure say why...
  
  The mistborn uses a magical force called Allomancy. By
  ingesting small amounts of pure metals that are tested to be
  allomantically sound, a mistborn can later magically burn
  them as fuel for their special abilities. Burning metals
  requires no physical tells, unless the Mistborn is being looked
  on by seeker mistborn, making them naturally adept at
  sneaking and thievery, even infiltration at high society.
  Mistborn are all alchemsists as well, requiring a specific
  knowledge of metallic alloys and how to prepare their special
  concoctions of metal to fuel their power.
  
  There is a chance for any person to be born as a mistborn, but
  very few ever discover their gifts. In order to discover latent
  allomantic talent, a potential mistborn must "snap" into their
  power, often by violent or traumatic means.
  However, afterwards a combination of practice and natural
  magical progression allows the mmistborn to be able to
  tolerate and control more powerful and rarer meals. Some of
  these metals can be so rare that it may take an entire quest or
  even campaign to get access them.
  
  Every mistborn snaps into their allomantic abilities, then must
  harness these abilities through training and exposer to
  different metals and stimuli. Howe did your mistborn snap?
  Was it a traumatic experience, or perhaps you come from a
  tradition that puts youths through tough gauntlets to see if
  they would snap into allomantic power? How did you learn ot
  control the mists, or did they chose you?
  
  You can make a mistborn quickly by following these
  suggestions. First, put your highest ability score in either
  Wisdom or Constitution, followed by the one you didn't
  choose. Second, choose the Criminal or Courtier background.
  36
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  The Mistborn
  Level
  Proficiency
  Bonus
  Features
  Allomantic
  Stores
  Toxin
  Threshold
  1st
  +2
  Allomancy, Mist
  Cloak
  4
  –
  2nd
  +2
  Specialty Metal,
  Allomantic Flare
  6
  2
  3rd
  +2
  Expertise
  14
  3
  4th
  +2
  Ability Score
  Improvement
  17
  3
  5th
  +3
  Mist Recovery
  27
  5
  6th
  +3
  Specialty Feature
  32
  5
  7th
  +3
  ––
  38
  6
  8th
  +3
  Ability Score
  Improvement
  44
  6
  9th
  +2
  ––
  57
  7
  10th
  +2
  Specialty Feature
  64
  7
  11th
  +2
  Higher Metal
  Training
  73
  7
  12th
  +2
  Ability Score
  Improvement
  73
  7
  13th
  +2
  Higher Metal
  Improvement
  83
  7
  14th
  +2
  Specialty Feature
  83
  7
  15th
  +2
  Higher Metal
  Improvement
  94
  7
  16th
  +2
  Ability Score
  Improvement
  94
  7
  17th
  +2
  God Metal
  107
  7
  18th
  +2
  Internalized
  Metals
  114
  7
  19th
  +2
  Ability Score
  Improvement
  123
  7
  20th
  +2
  Allomantic Fusion
  133
  7
  
  As a Mistborn, you gain the following class features.
  
  Hit Dice: 1d8 per mistborn level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per mistborn level after 1st
  
  Armor: Light
  Weapons: Simple, Shortswords, Hand Crossbows, Rapiers,
  Nets, and Whips
  Tools: Alchemist's supplies
  Saving Throws: Dexterity, Intelligence
  Skills: Choose any 3 skills
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a rapier or (b) a shortsword
  (a) a hand crossbow and 20 bolts or (b) a shortsword
  (a) a diplomat's pack or (b) a burglar's pack
  (a) a mist cloak, 2 glass daggers, and alchemist's supplies.
  
  Mistborn are adepts of a magical technique known as
  Allomancy, which allows them to burn flakes of ingested
  metals in their body to use as fuel for unique magics. When
  you complete a long rest and you have your Alchemist's
  Supplies with you, you may choose a number of Basic metals
  as shown below to consume equal to your Allomantic Stores.
  As you do so, you may activate these metals as described
  below.
  Some metals call for a Saving Throw when called on by an
  ability. Metals either have a Mental or a Physical Saving
  Throw, which are calculated as follows:
  Mental Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Physical Save DC = 8 + your proficiency bonus +
  your Constitution modifier
  When you complete a long rest, you may change your
  combination of metals in any way you choose. If you do not
  declare that you change your metals, you are assumed to
  prepare and consume the same ratio.
  If you consume metals that are not Allomantically sound,
  you become poisoned for the next hour. While poisoned in this
  way, you cannot use any Allomancy abilities. There are some
  allomanyic metals that are yet to be discovered, but most
  metals and alloys, apart from the ones listed below in the
  Allomantic Metals section of this feature, are not
  Allomantically sound.
  37
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  
  Activating metals requires you to convert them into alchemical
  energy inside your body- a process known as "burning"
  metals. It is generally an Action to begin to burn a metal,
  unless the metal's description says otherwise. It is a free
  action to stop burning a metal.
  Once you begin to burn a metal, you generally must begin to
  burn it again if you wish to use its feature again or on a new
  target. For example, if you burn iron on a sack of coins and
  pull it to you, but you then want to pull sack of coins to you,
  you must stop burning your iron on the first sack of coins as a
  free action and use an action to once again begin burning it on
  the second sack of coins. You immediately stop burning all
  metals if you become incapacitated.
  You can burning metals simultaneously is difficult and can
  be dangerous for the Mistborn if done improperly. Therefore,
  you may only burn two types of metals simultaneously. The
  amount of metal types you can simultaneously burn increases
  as you gain levels in this class, increasing to three types at
  level 5, four types at level 9, five types at level 13, and six types
  at level 17.
  If you attempt to burn more metals simultaneously than you
  can at your level, you must make a Constitution saving throw
  at the end of each of your turns burning those extra metals, of
  a DC equal to 15 + the number of metals you are currently
  burning + the number of rounds you have spent burning too
  many metals. If you fail, you stop burning any metal you are
  currently burning and are staggered by the allomantic
  backlash and are incapacitated until the end of your next turn.
  
  Each Allomantic metal has its own metal and its Alloy, which
  deal opposite effects. For example, Iron pulls metal sources
  towards them, while Steel, its alloy, pushes them towards
  metal sources. Using metals requires no spell components,
  but those who can sense magic senses it as such.
  Iron
  Iron allows you to pull on physical metal around you. As an
  Action, you may burn 1 Iron store to select 1 metal object, or a
  cluster of small metal objects within 1 foot of each other that
  fits within a 1 foot cube, within 120 feet of you. You pull that
  object(s) in a direct line towards you at a rate of 30 feet
  whenever you use an action to begin burning or a bonus
  action to maintain it. If the metal is within another living
  creature (such as iron in a person's blood, or metals in another
  Allomancer's stomach), you cannot pull it. Aluminium and its
  alloys cannot be pulled with Iron.
  After burning this metal, you may use a bonus action on
  each of your turns for 1 minute to maintain your pull on that
  object, ending at the end of your turn after 1 minute has
  passed or after you do not use a bonus action to maintain it. If
  this ability would end at the end of your turn, you may expend
  1 more Iron store to keep your grasp on the object. You lose
  your grip and stop burning this metal if the object moves more
  than 120 feet away from you.
  A piece of metal that is heavier than you instead pulls you
  towards the metal source at a rate of 30 feet when you begin
  burning or whenever you maintain your Iron, or half as much
  if you are being lifted off the ground or through rough terrain.
  If you end your turn in the air, you levitate there for as long as
  you are burning iron unless you take damage, in which case
  you must make a Dexterity saving throw equal to half the
  damage taken or 10, whichever is higher. On a failure, you
  stop burning iron and fall.
  A creature that is wearing or holding a metal object pulled
  on by this ability must succeed on a Physical Strength saving
  throw or either let go of the object or be knocked prone if they
  are wearing the metal. When a creature is in the direct path of
  an object being pulled by this ability, they must succeed on a
  Physical Dexterity saving throw or take 1d8 damage of an
  appropriate type determined by the object being pulled (this is
  usually piercing or bludgeoning).
  This damage increases at certain levels: 2d8 at level 5, 3d8
  at level 11, and 4d8 at level 17. If a creature succeeds on this
  saving throw, they succeed on all other Iron or Steel saving
  throws you force them to make during this turn, unless
  caused by a Flare or specialized ability.
  Steel
  Steel, an alloy of Iron, allows you to push on physical metal
  around you. As an Action, you may burn 1 Steel store to select
  1 metal object, or a cluster of small metal objects within 1 foot
  of each other that fits within a 1 foot cube, within 120 feet of
  you to push in a direct line away from you at a rate of 30 feet
  whenever you use an action to begin burning or a bonus
  action to maintain it. If the metal is within another living
  creature (such as the steel in a person's piercings, or metals in
  another Allomancer's stomach), you cannot push it.
  Aluminium and its alloys cannot be push with Iron.
  After burning this metal, you may use a bonus action on
  each of your turns for 1 minute to maintain your push on that
  object, ending at the end of your turn after 1 minute has
  passed or after you do not use a bonus action to maintain it. If
  this ability would end at the end of your turn, you may expend
  1 more Steel store to keep your push on the object. You lose
  your push and stop burning this metal if the object moves
  more than 120 feet away from you.
  A piece of metal that is heavier than you or that is otherwise
  prevented from moving forwards instead pushes you away
  from the metal source at a rate of 30 feet when you begin
  burning or whenever you maintain your Steel.
  A creature that is wearing or holding a metal object pulled
  on by this ability must succeed on a Physical Strength saving
  throw or either let go of the object or be knocked 15 feet away
  from you if they are wearing the metal. If a creature is in the
  direct path of the object being pushed by this ability they must
  succeed on a Physical Dexterity saving throw or take 1d8
  damage of the appropriate type.
  This damage increases at certain levels: 2d8 at level 5, 3d8
  at level 11, and 4d8 at level 17. If a creature succeeds on this
  saving throw, they succeed on all other Iron or Steel saving
  throws you force them to make during this turn, unless
  caused by a Flare or specialized ability.
  38
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  Tin
  Tin allows you to increase your internal senses enhance your
  ability to sense the world around you. As a bonus action, you
  can burn 1 Tin store to gain its effects for 1 hour. If at the end
  of that hour you would end your turn and stop burning Tin,
  you can choose to expend 1 more store to keep burning it for
  an hour more. You gain advantage on all Wisdom (Perception)
  checks while burning Tin, and you have darkvision out to 120
  feet. This darkvision can also see through non-magical and
  magical mist and fog.
  However, Tin makes you susceptible to loud sounds or
  other stimuli. You are vulnerable to all thunder damage while
  burning Tin, and if you take any thunder damage while
  burning Tin, you must succeed on a Constitution saving throw
  with a DC of 10 or the total thunder damage dealt, whichever
  is higher. If you fail, you become stunned until the end of your
  next turn.
  Pewter
  Pewter, an alloy of Tin, allows you to increase your external
  power and physical strength. You may use a bonus action to
  burn 1 Pewter store to grant yourself additional strength. You
  begin to burn Pewter until the end of your next turn, you deal
  an additional 1d4 weapon damage whenever you deal damage
  with a melee weapon attack, and you have advantage on all
  Strength checks and saving throws.
  If you would end your Pewter burning at the end of your
  turn, you may expend 1 Pewter store to continue burning it
  until the end of your next turn.
  Copper
  Copper allows you to create an invisible cloud of around you
  called a Coppercloud, which dampens all Allomantic and
  magical abilities so that they cannot be sensed through
  magical means. As an Action, you may begin to burn 1 store of
  Copper for 1 minute. At the end of your turn, when you would
  stop burning Copper, you may expend 1 Copper to keep
  burning it for 1 more minute.
  While within 15 feet of you (which is inside the
  Coppercloud), any spellcaster or allomancer can cast a spell
  or burn metals, but any magical detection will fail to
  determine that they are casting a spell or burning a metal.
  If a creature who is burning Bronze or who is concentrating
  on a divination spell such as detect magic or locate object
  enters the Coppercloud, they immediately lose concentration
  on that spell.
  Bronze
  Bronze, an alloy of Copper, allows you to sense outwards and
  touch the metal and magic reserves of other creatures,
  sensing their presence. As an Action, you can begin to burn 1
  Bronze to increase your extrasensory perception for 1 minute,
  allowing you to detect if there are any creatures within 30 feet
  of you that are burning a metal, are concentrating on a spell,
  or are emitting a magical aura (such as with nystul's magic
  aura). If you would end your bronze burning at the end of your
  turn, you may expend 1 store of bronze to keep burning it for
  1 more minute.
  You know which creature is the source of any given magic
  or allomancy you sense in this way, but you do not know the
  creature's type or the magic's type. While burning Bronze, you
  also have advantage on any saving throws or checks made
  against Zinc or Brass Allomancy that you can sense, as you
  know what they are attempting to do to you.
  You cannot burn bronze while inside a Coppercloud, and
  any creature inside a Coppercloud is masked from Bronze
  sense.
  Zinc
  Zinc is an emotional metal that allows you to inflame other's
  emotions into raging. As an Action, you can begin to burn any
  number of Zinc stores to target an equal number of creatures
  you can see within 30 feet of you. They must succeed on a
  Mental Charisma saving throw or become charmed by you for
  1 minute, until you move more than 60 feet away from them,
  or until you stop burning Zinc. While charmed in this way,
  they are extremely angry or volatile, and may attack at the
  slightest provocation.
  They may re-attempt this saving throw at the end of each of
  their turns, ending the effect on a success. A creature can
  choose to fail this saving throw. As soon as you are not
  charming any creatures with your Zinc, you stop burning the
  metal. If you would stop burning Zinc at the end of your turn
  and therefore lift the charmed conditions of any creatures
  effected by it, you may expend a number of Zinc stores equal
  to the number of creatures you currently have charmed by
  your Zinc to keep burning it for 1 more minute.
  A creature who knows that you are a Mistborn or Misting
  knows that they were being effected by emotional allomancy
  when they are released from this charm. Otherwise, they are
  none the wiser that they were effected by magic.
  Brass
  Brass, an alloy of Zinc, is an emotional metal that allows you
  to dampen other's emotions, producing a calming effect. As an
  Action, you can begin to burn any number of Brass stores to
  target an equal number of creatures you can see within 30
  feet of you. They must succeed on a Mental Charisma saving
  throw or become charmed by you for 1 minute, until you move
  more than 60 feet away from them, or until you stop burning
  Brass. While charmed in this way, they are calm and
  suggestible, often agreeing with your speech.
  They may re-attempt this saving throw at the end of each of
  their turns, ending the effect on a success. A creature can
  choose to fail this saving throw. As soon as you are not
  charming any creatures with your Brass, you stop burning the
  metal. If you would stop burning Brass at the end of your turn
  and therefore lift the charmed conditions of any creatures
  effected by it, you may expend a number of Brass stores equal
  to the number of creatures you currently have charmed by
  your Brass to keep burning it for 1 more minute.
  A creature who knows that they were talking to a Mistborn
  or Misting knows that they were being effected by emotional
  allomancy. Otherwise, they are none the wiser that they were
  effected by magic.
  39
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  
  Mistborn can create a magical cloak around them that allows
  them to call mists to hide in during battle. As a bonus action,
  the mistborn can attempt to disorient their foes by enveloping
  themselves in mist. They may make a Dexterity (Stealth)
  check against a single enemy’s Wisdom (Perception), if the
  enemy is within 30 feet of them. On a success, the mists
  envelope the mistborn. They do not draw attacks of
  opportunity from the targeted enemy, and that enemy either
  has disadvantage on the next saving throw the mistborn
  makes it perform, or the mistborn has advantage on the next
  attack roll they make against it.
  This effect lasts until the end of the mistborn’s next turn or
  until they force disadvantage or advantage with this ability. A
  creature cannot be effected by this ability if they can see
  through magical mist or illusions. You may use this ability a
  number of times equal to your Wisdom modifier, regaining all
  uses after completing a long rest.
  
  At level 2, mistborn specialize in a specific basic metal group.
  When you choose your metal, you choose both the metal and
  its alloy- for instance, a mistborn who specializes in Iron also
  specializes in Steel. You may specialize in one of 4 metal
  pairs: Iron, Tin, Copper, and Zinc. Your choice grants you
  additional flares and features.
  You gain additional features from this choice at levels 6, 10,
  and 14. The Specialties are detailed at the end of the class
  features.
  
  Additionally at level 2, you learn how to Flare your metal in
  certain ways to create special effects. When you flare a metal,
  you quickly burn a large amount of it to create a spectacular
  effect. Since burning a lot of metal at once can sicken a
  mistborn, you may only flare metal up to your Toxin
  Threshold, as determined on the Toxin Threshold column on
  the mistborn table. You learn 1 flare of your choice at this
  level, gaining 1 more for every mistborn level past 2nd. You
  may only learn flares of a Toxin Threshold that you can
  perform.
  Every time you gain a level in this class, you may also
  replace one flare with another, granted you still meet the
  prerequisites to learn that flare. All flares are outlined at the
  end of the specialty features.
  
  At level 3, choose two of your skill proficiencies. Your
  proficiency bonus is doubled for any ability check you make
  that uses either of the chosen proficiencies.
  
  At level 5, you recover all expended uses of your Mist Cloak
  whenever you complete a short or long rest.
  
  At level 11, you can learn how to manipulate a single powerful
  metal called a higher metal. Choose one higher metal from the
  list below to learn. When you are preparing your Allomantic
  Stores, you may use 9 stores to prepare one use of a Higher
  metal you know.
  You learn one more higher metal at levels 13 and 15. Also,
  beginning at level 13, you may spend 19 stores to prepare two
  Higher Metal uses, and at level 15 you may spend 30 stores to
  prepare three Higher Metal uses. The eight Higher Metals are
  listed below.
  Gold
  A rather strange metal to use, Gold allows you to see what
  would have happened if you chose something different in the
  past. As a bonus action, choose a single ability check, saving
  throw or attack roll you have made or that have been made
  against you within the last hour. You enter into a brief trance
  where you see if the outcome had been different (say, if you
  had failed a save you had succeeded on). This trance shows
  you the direct outcome of the action, and then ends. While
  burning gold isn't particularly useful, but some people can
  create unique uses for it.
  Electrum
  Electrum, an alloy of gold, allows you to see into your own
  future briefly and counter other abilities that manipulate your
  fate. As a bonus action you can begin to burn this metal for 1
  minute. While burning this metal, no creature can magically
  gain advantage on attacks or ability checks against you, nor
  can they ever magically add additional dice to attacks or
  ability checks against you, such as with the bless spell or
  bardic inspiration feature.
  Additionally, while burning Electrum, you cannot be
  effected by the Portent feature, nor does a creature burning
  Atium gain any of its benefits against you.
  Cadmium
  Cadmium allows you to create a bubble of lethargy and time
  halting around you. As an Action, you may begin to burn
  Cadmium for 1 minute. For the duration, you create a 30 foot
  sphere of chronomancy that slows down time, centered on
  yourself. Any creature inside the sphere when it is created has
  their movement speed halved, they cannot take reactions, and
  they cannot move out of the sphere. Also, all creatures outside
  cannot move inside the sphere, and any attacks made from
  the outside into the sphere are at disadvantage.
  If you stop burning this metal, the sphere immediately goes
  away. If made in the same space as Bendalloy, both spheres
  are immediately dissipated and both metals are burnt away
  40
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  Bendalloy
  Bendalloy, an alloy of Cadmium, allows you to create a bubble
  of speed and increase the time flow around you. As an Action,
  you may begin to burn Bendalloy for 1 minute. For the
  duration, you create a sphere of chronomancy that speeds up
  time, centered on yourself. Any creature inside the sphere
  when it is created has their movement speed is doubled, they
  can take one extra Action on their turn (which must be a
  single weapon attack), and they cannot move out of the
  sphere. Also, all creatures outside cannot move inside the
  sphere, and any attacks made from the outside into the sphere
  are at disadvantage.
  You may extinguish the metal and dissipate the sphere early
  as a bonus action. If made in the same space as Cadmium,
  both spheres are immediately dissipated.
  Aluminum
  Aluminum can seem a somewhat useless metal to learn, but
  can be used in a dire situation to purge yourself of metals and
  heighten your resolve for 1 minute. You may use an Action to
  purge all metals from your body, dropping your Allomantic
  stores to 0. When you do so, you also end all magical effects,
  curses, or diseases that are effecting you, and you cannot be
  effected by the same effect, curse, or disease for 1 minute.
  Additionally, you gain temporary hit points equal to the
  amount of Allomantic Stores burnt away, to a maximum
  amount of temporary hit points equal to twice your level.
  These temporary hit points fade once you complete a short or
  long rest.
  You also burn away all Higher and God metals when you
  use this ability.
  Duralumin
  Duralumin, an alloy of Aluminum, allows you to flare all your
  metals simultaneously to create a powerful effect. Whenever
  you create a Flare effect, you may also burn Duralumin to
  burn away all your metal stores, reducing your Allomantic
  stores to 0. When you do so, you automatically cause any
  creature to fail a saving throw caused by that flare, you may
  gain advantage on any attack roll using that flare, and you can
  create up to two additional flares using that same metal at
  that same time.
  Additionally, you gain advantage on all saves caused by
  magical effects you can see for 1 minute, as the residual
  power of your Flares lingers around you.
  You also burn away all Higher and God metals when you
  use this ability.
  Chromium
  Chromium allows an mistborn to destroy other creature's
  supply of metals or magical power. Whenever you hit a
  creature with a melee weapon attack, you may also choose to
  burn one use of Chromium to force them to make a
  Constitution saving throw. If they fail, choose a number of
  Spell Slots equal to half your mistborn level, rounded up. You
  reduce that creature's spell slots by an amount equal to those
  levels, in any combination you choose.
  Alternatively, you can choose a number of allomantic stores
  equal to half your maximum stores. The creature loses those
  stores, starting with metals of your choice.
  Nicrosil
  Nicrosil, an alloy of Chromium, allows you to destroy spells or
  metals a creature is concentrating on or burning. When you
  hit a creature with a melee weapon attack, you may choose to
  burn one use of Nicrosil to cause it to burst all their focused
  magical power away. The target must make a Constitution
  saving throw. On a failure, a creature who is burning a metal
  loses all of their stores of that metal.
  Alternatively, creature who is concentrating on a spell loses
  concentration on that spell and cannot cast a spell of that type
  until they complete a long rest.
  
  At level 17, you learn how to use a single extremely powerful
  metal known as a God Metal. When you are preparing your
  Allomantic Stores, you may use 13 stores to prepare a single
  use of a God Metal you know. The three God Metals are listed
  below.
  Lerasium
  Lerasium is a powerful metal which allows you to transfer
  some of your power to another creature. As an Action, you
  may touch a single willing creature within range and give it a
  number of Allomantic Stores that are no greater to your
  mistborn level for 1 hour. You choose the metals they gain,
  which you must also have prepared. They cannot flare these
  metals, and they use your Physical and Mental Save DCs. You
  can only grant Basic metals with this ability.
  Atium
  Atium is the most rare and powerful metal a mistborn can
  burn. When you begin to burn Atium as a bonus action, you
  gain its effects for a number of turns equal to your Wisdom
  modifier. You can see shadows of what other creatures are
  intending to do in the future, and time slows around you.
  While burning Atium, you gain the following benefits:
  You can use your reaction to cause any attack made
  against you that would hit you to miss.
  You have advantage on all attack rolls, as well as all
  Wisdom and Dexterity saving throws.
  You cannot be surprised, and no creature can gain
  advantage on an attack roll against you unless you are
  restrained or you stop burning Atium.
  You lose all benefits against another creature that is
  burning Atium, Electrum, or who is under the effects of the
  foresight spell.
  Malatium
  Malatium, an alloy of Atium, allows you to look into a
  creature's past. You can use an Action to burn Malatium and
  target a single creature within 120 feet of you that you can
  see. You instantly learn the superficial facets of the creature's
  past, you know any class levels it has, and you know its true
  name or title. Your mind is heightened to process all this
  information in the span of less than a second, allowing you to
  immediately act on it.
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  
  At level 18, you have learned how to burn certain metals
  without using up your stores. Choose a single Basic metal.
  You can burn that metal without using your Allomantic stores.
  You must still use stores to flare the metal, however.
  
  At level 20, you can create bursts of combined flares with your
  metals. Whenever you create a flare, you may also create one
  more flare at the same time of the same metal or a different
  one. You need not expend extra Allomantic stores for this
  second flare, but it must not be of a higher Toxin level than the
  first flare.
  You may use this ability a number of times equal to your
  Wisdom modifier, regaining all uses after completing a long
  rest.
  
  Mistborn often pair their metals together, each specialization
  representing a "push" or "pull" of a certain element and its
  alloy. These mistborn become more adept at using this
  specific metal, granting them special fighting styles and
  abilities.
  
  Also known as Coinshots or Lurchers, Iron and Steel
  specialists can use small projectiles as potent weapons in the
  battlefield, and seem to fly using a fluid combination of metal
  pushing and pulling. Flashy terrors on the battlefield, Iron
  specialists can tear foes apart with allomantic force and a
  handful of copper coins.
  
  When you choose this specialization at level 2, you also learn
  2 flares of your choice from either the Iron or Steel flare list. If
  you later replace these flares, they must come from either of
  those lists.
  
  Additionally at level 2, whenever you burn either Iron or Steel,
  you may also burn the other metal as part of the same Action.
  You may also manipulate both as part of the same bonus
  action.
  Additionally, while you are burning both Iron and Steel, you
  are considered to only be burning one metal type between the
  two of them.
  
  At level 6, whenever you take the Attack action, you may use a
  bonus action and burn 1 Steel store to shoot off two small,
  metal projectiles at creatures you can see within 60 feet of
  you, or 300 feet at disadvantage.
  Make a ranged weapon attack for each projectile, dealing
  1d4 + your Dexterity modifier piercing damage on a hit.
  Copper coins are common projectiles for this ability, as they
  are cheap, inconspicuous, and easy to carry around.
  
  At level 10, whenever you are hit by a ranged attack with a
  metal weapon, such as a metal arrowhead or a bullet, you may
  use your reaction and burn 1 Iron to reduce the damage by
  1d10 + your Wisdom modifier + your mistborn level.
  If you reduce the damage to 0, you may then spend 1 Iron to
  deflect it at an enemy creature, making a single Coinshot
  attack at that creature.
  
  At level 14, you can manipulate the trace levels of metal in the
  molecules of any object or creature. You may burn 10 Iron or
  Steel to target a non-metal object within 30 feet of you with an
  Iron pull or Steel push.
  When you do so, you may only allomantically move the
  object a maximum of 15 feet per turn, and any saving throws
  forced on a creature as a part of burning Iron or Steel in this
  way are made at advantage.
  
  Also known as Tineyes or Pewterarms, Tin and Pewter
  Specialists focus on manipulating the pure physical power of
  allomancy, turning themselves into a force to be reckoned
  with in battle. Some Tin specialists fight as evasive fighters on
  the frontlines, while others rival barbarians in brute power.
  However, their greatest strength is also their greatest
  weakness, as some Tineyes can be disabled by powerful
  senses, and Pewterarms might unwittingly shrug off wounds
  that, after their Pewter runs out, turn out to be fatal. The best
  Tin specialists are those who fuse tactics with brutality to
  achieve success on the battlefield.
  
  When you choose this specialization at level 2, you also learn
  2 flares of your choice from either the Tin or Pewter flare list.
  If you later replace these flares, they must come from either of
  those lists.
  
  Additionally at level 2, your constant burning of trace Pewter
  increases your hit point maximum by 1 per every mistborn
  level.
  Additionally, while unarmored, your combination of
  heightened senses and physical toughness grants you an AC
  that equals 10 + your Constitution modifier + your Wisdom
  modifier. You must not be wearing armor or wielding a shield
  to gain this benefit.
  
  Starting at 6th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At level 10, whenever you are burning Pewter, your Allomancy
  grants you additional resilience. While you are burning
  Pewter, your hit point maximum and hit points are increased
  by double your mistborn level. If you end your Pewter burning,
  you lose a number of hit points equal to double your mistborn
  level as you drop your maximum hit points back down to their
  normal state.
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  You can be knocked unconscious if you are dropped to 0 hit
  points by this ability, but you cannot be instantly killed by it, as
  with massive damage.
  
  At level 14, you can sense every movement around you. While
  you are burning Tin, you have advantage on all Dexterity
  saving throws. If the saving throw was to take half damage,
  you instead take no damage on a success and half damage on
  a failure.
  However, you have disadvantage on any saving throw made
  against Thunder damage. You do not gain the above
  advantage on Dexterity saves, nor the reduced damage on
  failed or successful save, if it to resist Thunder damage.
  
  Also known as Smokers or Seekers, Copper and Bronze
  specialists are key investigators and sneaks. They can sense
  the slightest allomantic or magical auras, and can determine
  other's type of spell that is cast, or even the intent and
  proficiency with magic that they use it with. The most
  powerful Seekers can even pierce other's Copperclouds, with
  extreme practice.
  
  When you choose this specialization at level 2, you also learn
  2 flares of your choice from either the Copper or Bronze flare
  list. If you later replace these flares, they must come from
  either of those lists.
  
  Additionally at 2nd level, whenever you burn either Copper or
  Bronze, each burning of that metal extends from 1 minute to
  1 hour. Your Coppercloud extends to a 30 foot radius around
  you, and you can select which creatures are masked or not
  when they enter the cloud. Your range for Bronze sight
  increases to 120 feet.
  
  At 6th level, you can sense the slightest change in magical
  emotion or allomantic presence within creatures while
  burning Brone. Whenever you take when Attack action while
  burning Bronze, you may choose gain advantage an attack roll
  against a creature within 120 feet of you who is not masked
  burning Copper or otherwise masked from Bronze detection.
  You may only gain this advantage once per turn.
  
  At 10th level, your Coppercloud makes others have difficulty
  pinning your allomancy down. When you use an allomantic
  ability or flare on a creature within 30 feet of you while you
  are burning copper, you can burn 2 copper to grant
  disadvantage on the first saving throw caused by that ability.
  
  At 14th level, you can empower your abilities to pierce an
  enemy's resistances to your Bronze sight. By burning 5
  Bronze, you can force any creatures within range who would
  otherwise be masked from your Bronze sight to make a
  Mental Wisdom saving throw. On a failure, they cannot
  become immune to your Bronze sense for 1 minute, or until
  they leave your Bronze sense range.
  
  Also known as Rioters or Soothers, Zinc and Brass specialists
  can manipulate people with a massive level of subtle charm.
  Their mental allomancy allows them to confuse and embolden
  individuals on the battlefield, with the most powerful able to
  incite massive riots or calm dozens of people for a time.
  
  When you choose this specialization at level 2, you also learn
  2 flares of your choice from either the Zinc or Brass flare list.
  If you later replace these flares, they must come from either of
  those lists.
  
  Additionally at level 2, whenever a creature fails a Charisma
  saving throw against your Zinc or Brass burning, they remain
  effected by it for the duration.
  
  At level 6, whenever you take the Attack action, you may use a
  bonus action to burn 1 Zinc and cause a single creature you
  can see within 30 feet of you to make a Mental Charisma
  saving throw. They automatically fail on this save if they were
  already charmed by your Zinc burning. On a failure, the
  charmed creature must make a melee weapon attack against
  another creature of your choice within range of them.
  
  At level 10, any creature who is charmed by you cannot target
  you or your allies with an attack or harmful spell or ability
  unless you command them to.
  
  At level 14, you can attempt to charm any creature, even if they
  have immunity to the charmed condition.
  Additionally, you may use an Action on your turn to burn 5
  Zinc to cause a creature you have charmed with Zinc target a
  single creature within 30 feet of it as the focus for all its
  aggressive attacks or spells on its next turn. You may also use
  an Action to burn 5 Brass to cause a creature who is charmed
  with Brass to perform any non-violent task you ask of it on its
  next turn.
  Once you use this ability to command a creature in either
  way, you cannot do so again until you complete a long rest.
  
  When you learn a Flare, you must burn the specific Basic
  metal that the Flare is under. Each flare requires a certain
  amount of metal, but often can burn extra stores to increase
  its potency.
  
  Disarming Pull (Cost: 2)
  When you pull a weapon or object that another creature is
  wielding, you can use this flare to immediately force them to
  let go of the object. If you have a free hand, you can catch the
  object if it reaches you in that pull action.
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  Thieves' Iron (Cost: 2)
  When you target a locked object or a metal object that another
  creature is wearing with an iron pull, you may use this flare.
  You may make a Wisdom check, adding your proficiency
  against either the DC of the lock or the creature's Passive
  Perception. If you succeed, you unlock the door or
  successfully pickpocket the metal object from the creature.
  Multi-Pull (Cost: 3)
  When you target a creature with your Iron pull, you may flare
  this metal to target an additional object or creature at the
  same time. For every two stores burnt using this flare above 3,
  you can also target an additional object or creature.
  Wall Climb (Cost: 3)
  You may use an Action to flare this metal and select a single
  metal wall. You can walk along that wall as if effected by the
  Spider Climb spell for 1 hour.
  Swift Pull (Cost: 3)
  You may use this flare to use a bonus action to pull an object,
  rather than an Action.
  Crush Metal (Cost: 5)
  As an Action, you can choose a single metal Construct or a
  creature in metal armor within 60 feet of you that you can see,
  and use this flare. That creature must succeed on a Physical
  Strength saving throw or take 5d10 bludgeoning damage, or
  half as much on a failed save. This damage increases by 2d10
  for each store burnt above 5.
  Entomb (Cost: 7)
  As an Action, you can choose a single creature in metal armor
  or who is surrounded by metal objects. That creature attracts
  metal to them, wrapping around them and attempting to bind
  them. They must succeed on a Physical Strength saving throw
  or take 8d10 bludgeoning damage and become restrained
  until the end of your next turn.
  
  Powerful Shove (Cost: 2)
  When you move an object or creature with this ability, you can
  flare this metal to cause the creature or object to move 10 feet
  further away from you (or you further away from it, if it is
  heavier than you). This movement increases by 5 feet per
  every store used above 2.
  Allomantic Leap (Cost: 2)
  As a bonus action, you may flare this ability to throw down a
  small metal object on to the ground and jump, pushing off of it
  to gain further height. Your jumping distance is increased by
  10 feet, plus an additional 10 feet for every store used above 2.
  This extra movement is not considered part of your movement
  speed.
  Steel Pierce (Cost: 2)
  When you hit a creature with a ranged weapon attack that
  uses metal or whenever you deal damage with a steel push,
  you may flare your steel to force it deeper, adding an
  additional 2d8 damage a single damage roll. This damage
  increases by 1d8 per store used above 2.
  Multi-Push (Cost: 3)
  When you target a creature with your Steel push, you may
  flare this metal to target an additional object or creature at the
  same time. For every two stores burnt using this flare above 3,
  you can also target an additional object or creature.
  Swift Push (Cost: 3)
  You may use this flare to use a bonus action to pull an object,
  rather than an Action.
  Scattershot (Cost: 5)
  You may hold out a fistful of small iron projectiles, such as a
  dozen coins, ball bearings, or caltrops, and launch them
  forwards in a cone of piercing objects. The piercing metal
  shoots out in a 60 foot cone from you. Any creature inside the
  cone must succeed on a Dexterity saving throw or take 6d6
  piercing damage, or half as much on a failed save. This
  damage increases by 1d6 for each store burnt above 5.
  Allomantic Force (Cost: 6)
  You may flare your steel when shoving an object to be
  considered up to 10 times your weight, forcing most objects
  away from you instead of you away from them. If you force a
  creature in the path of this object to make a saving throw to
  avoid damage, double any damage dice of damage they would
  take from it.
  
  Piercing Vision (Cost: 2)
  When you begin burning Tin, you may flare it to cause your
  vision to become more powerful. You can see through magical
  darkness for up to 60 feet until you stop burning tin.
  Swift Dodge (Cost: 2)
  When you take damage from an attack that you can see, you
  may use your reaction to flare your Tin and reduce the
  damage by half.
  Arcane Perception (Cost: 3)
  As an Action, you may burn 3 Tin to detect the presence any
  invisible objects or creatures within 60 feet of you that are not
  obstructed by any other opaque objects. You know the location
  and general shape of the object or creature. A creature
  detected by this flare cannot benefit from its invisibility
  against you for the next minute.
  Focused Sound (Cost: 3)
  As an Action, you may flare your Tin to listen to everything
  around you. For 1 minute, you gain vulnerability to thunder
  damage, however, you automatically succeed on any Wisdom
  (Perception) checks made to listen. You may stop burning Tin
  as a bonus action to end this ability early.
  Precision Strike (Cost: 5)
  As an Action, you strike for a creature's weak points while
  flaring tin. Until the end of your next turn, the first attack you
  make that hits a creature is considered a Critical Hit. After
  that attack, this effect ends.
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  Ethereal Sight (Cost: 6)
  As an Action, you can see slightly into the Ethereal plane,
  granting you Truesight out to 30 feet for 10 minutes or until
  you stop burning Tin.
  Share Senses (Cost: 7)
  When you begin to burn Tin, you may flare it to select up to 8
  other creatures within 30 feet of you. They also gain the
  benefits, and drawbacks, of your Tin burning until they move
  more than 30 feet away from you or until 1 minute has passed.
  
  Savage Strike (Cost: 2)
  When you roll damage against a creature with a weapon
  attack that benefits from your burning Pewter, you may flare
  your Pewter to re-roll one damage die, and you must use the
  second roll. You may reroll an additional die for each store
  used above 2.
  Reinforce Fall (Cost: 2)
  You reinforce your fall while burning Pewter to reduce the
  damage done by 2d20. The d20 increases by 1 for every store
  burnt above 2.
  Relentless Blows (Cost: 3)
  When you take the Attack action while burning Pewter, you
  may flare your Pewter to make an extra weapon attack as a
  bonus action.
  Thug Defense (Cost: 5)
  While burning Pewter, you may flare it as an Action to gain
  resistance to bludgeoning, slashing, and piercing damage for 1
  minute. After this minute has passed, make a DC 15
  Constitution Saving Throw. On a failure, you gain 1 level of
  exhaustion.
  Pewter Dash (Cost: 5)
  As an Action, you can begin to burn your Pewter to gain
  incredible speed and run great distances. For 1 hour, your
  speed is 300 feet. At the end of that hour, you may burn an
  additional 5 Pewter to continue burning at this speed. If you
  take damage or any action other than actions related to
  movement (Dash, interacting with the environment to move,
  jumping) the effect ends. When this effect ends, make a DC
  15 Constitution Saving Throw for every 5 Pewter burnt in this
  way. On each failure, you gain a level of exhaustion.
  Neverfall (Cost: 6)
  If you would be reduced to 0 hit points while burning Pewter,
  you may use your reaction to flare it to instead be brought to 1
  hit point. Once you stop burning Pewter, you fall to 0 hit
  points. If you had used this ability more than 3 times without
  stopping your Pewter burn, you die from the physical shock as
  soon as you stop burning it.
  Mutual Destruction (Cost: 7)
  When you hit a creature with both attacks of your Attack
  action while burning Pewter, you may flare your Pewter as a
  bonus action to force them to succeed on a Constitution
  Saving Throw. If they fail, they are reduced to 0 hit points. If
  they succeed, they take 8d10 force damage.
  When you flare your Pewter in this way, you must also make
  that saving throw and suffer the same effects.
  
  Obscuring Cloud (Cost: 2)
  When a creature enters your Coppercloud, you may flare your
  copper to blur their image to others outside of the cloud. Until
  the end of their next turn, attack rolls made against that
  creature from sources outside of the Coppercloud are made at
  disadvantage.
  Lingering Cloud (Cost: 2)
  While burning copper, you may use an action to flare your
  copper and grant a number of creatures equal to your Wisdom
  modifier the benefits of your Coppercloud for 1 minute. You
  must be burning your copper the entire time while they have
  this lingering cloud around them, but they need not be near
  you. If you use 5 or more stores to use this ability, the time
  extends to 1 hour. If you use 7 stores to use this ability, you
  need not burn copper to maintain this ability, and it lasts for 8
  hours.
  Remove Ailments (Cost: 3)
  While burning your Copper, you may select a single creature
  within your Coppercloud and flare your copper as an Action.
  You may end one effect on them, choosing from: charmed,
  frightened, confused (as with the Confusion spell or another
  similar source), slowed (as with the Slow spell or another
  similar source), or possessed (as with a ghost, expelling the
  spirit as if effected by Turn Undead). Alternatively, you may
  select either their Intelligence, Wisdom, or Charisma scores.
  Any effect that is reducing that score below its regular number
  is then ended.
  Obscure (Cost: 3)
  Whenever a creature, including yourself, attempts to make a
  Stealth check while effected by your Coppercloud, you may
  flare your copper as a reaction to give it a bonus to the roll
  equal to your Wisdom modifier.
  Empower Cloud (Cost: 5)
  When you begin to burn Copper, you may flare it to begin to
  burn it with more potency. The Coppercloud’s range and
  duration doubles, and creatures inside that you choose can
  still burn Bronze or use divination magic.
  Mind Shielding (Cost: 6)
  As a reaction whenever a creature inside your Coppercloud
  would either fail a Wisdom, Intelligence, or Charisma Saving
  Throw, you may instead flare your metal to cause them to
  succeed.
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  Counter Divination (Cost: 7)
  Whenever you succeed in a Saving throw against being
  divined upon, as with the Scrying spell, or whenever your
  Coppercloud prevents such a Scrying, you may use your
  reaction to flare your copper and instantly cast the same spell
  on the source of the divination. You know when your
  Coppercloud defends against these abilities when you learn
  this flare. You may cast this divination spell in your
  Coppercloud, but not while inside another’s.
  
  Identify Source (Cost: 2)
  As an action, whenever you sense the presence of a magical
  source while burning Bronze, you may flare your Bronze to
  focus your senses on them.
  The creature must succeed on a Mental Intelligence saving
  throw or betray one aspect of your choice: their creature type
  (but not subtype); the type of spell they are concentrating on
  or the type of metal they are burning, if any; their current
  mental state and total Intelligence score; or the value of any
  one saving throw of your choice. If you flare using 4 stores of
  Bronze, you may select 2 of the following aspects to learn, and
  if you flare using 6 stores of Bronze, you may select 3 aspects
  to learn.
  Mark Target (Cost: 2)
  While you are burning bronze and sensing a creature, you
  may use a bonus action to flare your Bronze and focus your
  allomantic energy on that creature. They must succeed on a
  Mental Intelligence saving throw or betray their intentions to
  you. Until the beginning of your next turn, you gain a bonus to
  damage rolls against that creature equal to your Wisdom
  modifier. This effect ends early if you no longer sense the
  creature with your Bronze.
  Assistance (Cost: 2)
  As a bonus action on your turn, you may flare your Bronze to
  use the Help action on a creature who is being detected by
  your Bronze sense. When you do so in this way, you may be up
  to 60 feet away and still use the Help action.
  Mental Acuity (Cost: 3)
  When you fail an Intelligence or Wisdom saving throw caused
  by a creature you can sense while burning Bronze, you may
  use your reaction to flare your Bronze to learn their exact
  magical intent and instead succeed on the saving throw.
  Focused Sense (Cost: 5)
  As an action, you may flare your Bronze to sense a creature
  you can see within 30 feet of you that you can see with your
  Bronze sight, even if they are not fulfilling the prerequisites to
  normally sense them. This lasts until you stop burning Bronze
  or until they move more than 30 feet away from you.
  Precognitive Mark (Cost: 6)
  As an action, you may select a single creature who is being
  sensed by your Bronze sense to reveal their defenses. That
  creature must succeed on an Intelligence saving throw or
  become marked for 1 minute or until you stop burning
  Bronze.
  While marked in this way, any ally who is also being sensed
  by your Bronze gains a +2 bonus to attack and damage rolls
  against that creature, and they ignore any resistances they
  might have to weapon attacks. This bonus increases to +3 if
  you flare with 7 Bronze.
  Copy Power (Cost: 7)
  While you are sensing a creature with your Bronze who is
  also concentrating on a spell, you may use your Action to flare
  your Bronze attempt to cast that spell. Make an Wisdom
  check with proficiency, against a DC of 10 + the spell's level.
  On a success, you can cast that spell as an action for 1 minute.
  Once you cast a spell using this flare, you cannot use it
  again until you complete a short or long rest.
  
  Raging Strike (Cost: 2)
  When a creature who is rioting with your Zinc burning deals
  melee weapon damage, you may flare your Zinc as a reaction
  to strengthen them with their rage and increase their damage.
  Roll 1d6 and add that to the damage. This damage increases
  by 1d6 per store burnt above 2.
  Aggressive Dash (Cost: 2)
  As a bonus action, you can flare your Zinc to cause a creature
  who is rioting with your Zinc burning to use its reaction to
  move up to its movement speed towards a creature it has
  damaged since the beginning of its last turn. If there are
  multiple creatures they damaged, the rioting creature can
  choose which to move towards.
  Compelling Combat (Cost: 3)
  As an action, you may flare your Zinc to compel a creature
  who is rioting with your Zinc burning to focus its attention on
  you. For the next minute or until you stop burning Zinc, that
  creature has disadvantage on any attack rolls against a
  creature who is not you while it can see you and you are
  within 60 feet of it.
  Redirect Blow (Cost: 3)
  As a reaction, whenever you are targeted with an attack, spell,
  or ability that only effects you by a creature who is rioting with
  your Zinc burning, you may change the target to another
  creature within its range instead of yourself.
  Aggressive Negotiations (Cost: 5)
  When you target a creature(s) with your Zinc, you may choose
  a single creature and flare your Zinc. If they fail, they become
  extremely aggressive and unable to create peaceful
  negotiations. Until you stop burning Bronze, the creature has
  disadvantage on any Deception, Insight, or Persuasion check
  they make due to their fury. However, they do gain advantage
  on Intimidation checks.
  Shield of Rage (Cost: 6)
  As an Action, you may grant every creature of your choice who
  are rioting from your Zinc burning to gain 4d6 + 10 temporary
  hit points. These temporary hit points disappear once you
  stop burning Zinc.
  46
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Blind Anger (Cost: 7)
  When you target a creature with your Zinc burning, you may
  flare it to cause them to enter a blind rage. If they riot from
  this flare, they may only move, make melee weapon attacks
  against creatures they can see, or shout incoherently on their
  turn, and they must make a weapon attack against at least one
  creature on their turn or take 5d8 psychic damage at the end
  of their turn. This rage lasts for 1 minute or until you stop
  burning Zinc. If they were concentrating on a spell before
  entering a blind rage, the concentration is instantly broken
  once they enter it.
  
  Suggestive Word (Cost: 2)
  As a bonus action, you may flare your Brass to speak a single,
  non-violent command to a creature within 60 feet of you who
  is being soothed by your Brass burning. They must succeed
  on a Mental Charisma saving throw or attempt to enact that
  command to the best of their ability on their next turn, ending
  their turn if they complete the command.
  Drain Aggression (Cost: 2)
  As a reaction whenever targeted by an attack from a creature
  you can see within 30 feet of you, you may flare your Brass to
  force that creature to succeed on a Mental Charisma saving
  throw. If they fail, they do not attack you and they lose that
  attack. A creature who is being soothed by your Brass burning
  automatically fails this saving throw.
  Soothing Aura (Cost: 3)
  As an bonus action, you may flare your Brass to begin to
  exude an aura for 10 feet from you that soothes the mind of
  any creature you choose within that aura. The aura lasts for 1
  minute or until you stop burning Brass.
  If a targeted creature begins its turn in your aura and does
  not have all of its hit points, they recover 1d6 + your Wisdom
  modifier hit points. This effect does not occur if they are
  unconscious. Additionally, any targeted creature who was
  charmed or frightened inside the aura can use their action to
  end their charmed or frightened condition.
  Tactical Apathy (Cost: 5)
  When you target a creature(s) with your Brass, you may
  choose one creature and flare your Brass. If they fail, they
  become extremely calm and calculating. Until you stop
  burning Brass, the creature has advantage on any Deception,
  Insight, or Persuasion check they make due to their
  calculating mindset. Additionally, they cannot become enraged
  (as with a Barbarian's rage ability) or use similar abilities until
  they are no longer effected by Brass.
  Suggestive Speech (Cost: 6)
  As an action, you may flare your Brass to speak a single, non-
  violent command to any number of creatures within 60 feet of
  you who is being soothed by your Brass burning. They each
  must succeed on a Mental Charisma saving throw or attempt
  to enact that command to the best of their ability on their next
  turn, ending their turn if they complete the command.
  Mental Cage (Cost: 7)
  As an action, you may flare your Brass to select a single
  creature that is being soothed by your Brass burning. That
  creature must succeed on a Mental Charisma saving throw or
  become stunned for the next 10 minutes or until you stop
  burning Brass. While stunned in this way, they cannot attempt
  to break your soothing. They stop being stunned if they take
  any damage.
  Changelog
  1.0 Class Released! 
  1.1 Class adjustments and reworded iron allomancy
  description. 
  1.2 Class adjustments and ported over to Finn's
  Tome of Lost Heroes.
  47
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Primal power flashing before her eyes, the half-elf stands in
  front of a Mind Flayer, staring into its beady eyes. Pulses of
  psionic energy flash as the two duel, with surges of energy
  blurring the air around her. Eventually, the Mind Flayer is left
  mentally destroyed, stunned and at the psychic's mercy.
  Holding out his crystal, a human peers into the minds of a
  young child, feeling the seed of trauma and madness, slowly
  pulling it away.
  Floating in the air above the battlefield, a tiefling brings a
  finger to her temples, commanding her allies, revealing enemy
  locations as they are struck down.
  Psychics wield the primal power of an unlocked mind
  through years of meditation or study. First discovered before
  the Giant-Dragon wars, psionics was likely the first form of
  magic to ever be utilized by humans. By forcing mutations in
  the brain to unlock potential psionics, which allow the psychic
  to move objects and control creatures with the power of their
  minds, with enough strength to rival even the most powerful
  spellcaster.
  
  A Psychic's power is less of a magic and more of a natural
  force. Whereas monks utilize the strength of their bodies in
  the form of Ki, Psychic's utilize the power of their minds in the
  form of Psionics.
  Psionics are raw thought manifested through the Weave,
  allowing the Psychic to imagine the world around them an
  dchange it truly. Many spells studied by Wizards are based on
  mimicking Psionics. Therefore, Psychics don't so much cast
  spells as they create them. This often changes the appearance
  of a spell used by a Psychic, such as the appearance of Mage
  Hand, which is entirely invisible when cast by a Psychic. Most
  spells cast by a Psychic are tinted a specific color, which is
  known as a Psychic "fingerprint", reflecting the mental state
  and personality of the caster. A virtuous hero might have his
  spells take on a light-blue or bright white tinge, while a villian's
  might have a black or deep-red hue.
  Psychics have no use for spellbooks, but they are similar to
  wizards in the fact that they physically imprint spells onto
  their brain, mutating it and changing its physical structure.
  This also makes psionics incredibly dangerous.
  
  Psychics are rare in the world today, since the process of
  mutating one's brain to manifest psionics is tenuous and can
  be lethal to some. Most prefer to study magic in the relative
  safety through the practice wizardry or they prefer to gain
  power through supernatural means. However, Psychics are
  still found sporadically around the world, often finding jobs as
  seers, spies, or investigators. Their mental strength is
  appreciated by most societies, but the physical changes to
  their brains is disturbing and makes some believe psychics
  are monsters and treat them as such.
  To become a Psychic, you must either have an inborn
  mental mutation, or you must undergo the tenuous trials to
  mutate your brain and unlock your mind. Psychics undergo
  adventures to increase their mental capacity, recognizing that
  they will not unlock their true potential if they do not use their
  gifts and observe the spellcasting of others.
  48
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Psychic
  Level
  Proficiency
  Bonus
  Features
  Telepathy
  Range
  Cantrips
  Known
  Psionics
  Known
  Spell
  Capacity 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +2
  Psionic Spellcasting,
  Cerebral Mutation
  –
  2
  1
  1
  2
  — — — — — — — —
  2nd
  +2
  Mindsight, Telepathy
  30 feet
  2
  1
  2
  3
  — — — — — — — —
  3rd
  +2
  Mutation Feature
  30 feet
  2
  1
  3
  4
  2
  — — — — — — —
  4th
  +2
  Ability Score
  Improvement
  30 feet
  3
  1
  4
  4
  3
  — — — — — — —
  5th
  +3
  ─
  60 feet
  3
  2
  4
  4
  3
  2
  — — — — — —
  6th
  +3
  Silence Mind
  60 feet
  3
  2
  5
  4
  3
  3
  — — — — — —
  7th
  +3
  Martial Adaption
  60 feet
  3
  3
  5
  4
  3
  3
  1
  — — — — —
  8th
  +3
  Ability Score
  Improvement
  60 feet
  3
  3
  6
  4
  3
  3
  2
  — — — — —
  9th
  +4
  ─
  60 feet
  3
  4
  6
  4
  3
  3
  3
  1
  — — — —
  10th
  +4
  Mutation Feature
  60 feet
  4
  4
  7
  4
  3
  3
  3
  2
  — — — —
  11th
  +4
  ─
  90 feet
  4
  5
  7
  4
  3
  3
  3
  2
  1
  — — —
  12th
  +4
  Ability Score
  Improvement
  90 feet
  4
  5
  8
  4
  3
  3
  3
  2
  1
  — — —
  13th
  +5
  Silence Mind
  Improvement
  90 feet
  4
  6
  8
  4
  3
  3
  3
  2
  1
  1
  — —
  14th
  +5
  Arcane Mind
  90 feet
  4
  6
  9
  4
  3
  3
  3
  2
  1
  1
  — —
  15th
  +5
  ─
  90 feet
  4
  7
  9
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  +5
  Ability Score
  Improvement
  90 feet
  4
  7
  10
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  +6
  Mindsight
  Improvement
  120 feet
  4
  8
  10
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Silence Mind
  Improvement
  120 feet
  4
  8
  11
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score
  Improvement
  120 feet
  4
  9
  11
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  Mutation Feature
  120 feet
  4
  9
  11
  4
  3
  3
  3
  3
  2
  2
  1
  1
  
  The most important question when creating a Psychic is to
  think of the origin of their power. Generally, Psionics control
  is an activity that requires extensive training and forced
  mutations, but perhaps you are innately talented and have had
  no formal training. Perhaps you read a tome in Quallith and
  found you could then move objects with your mind, albeit with
  large, accompanying migraines, or perhaps you encountered
  the strength of psionics firsthand, and decided to devote
  yourself to study them.
  
  You can make a Psychic quickly by following these
  suggestions. First, Intelligence should be your highest ability
  score, followed by your Constitution. Second, choose the
  hermit background. Third, choose the Psychokinesis and
  Psionbolt cantrips, along with the 1st-level spell Psionova.
  
  As a Psychic, you gain the following class features.
  
  Hit Dice: 1d8 per Psychic level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per Psychic level after 1st.
  49
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  
  Armor: None
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two skills from Arcana, History, Insight,
  Investigation, and Perception.
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a light crossbow and 20 bolts, (b) a quarterstaff, or (c)
  any martial weapon (if proficient).
  (a) three daggers, (b) leather armor and a shield (if
  proficient), or (c) scale mail (if proficient).
  (a) a component pouch or (b) an arcane focus.
  (a) a dungeoneer's pack or (b) an explorer's pack.
  
  Your mastery of Psionics allows you to control and create
  spells from your thoughts, bringing them into the Weave. This
  primal power fuels your spells.
  
  Whenever you cast a spell with the psionic subtype, which are
  all spells listed in the spell table at the end of the class
  description, they appear ethereal and never require Verbal
  components, as you can speak the components in your mind.
  
  At 1st level, you know two cantrips of your choice from the
  psionic spell list. You learn additional psionic cantrips of your
  choice at higher levels, as shown on the Cantrips Known
  column of the psychic table.
  
  The psychic table shows how many spell slots you have to cast
  your spells of 1st level or higher. You regain all expended spell
  slots after you complete a long rest.
  For example, if you know the 1st level spell psionova and
  you have a 1st level and a 2nd level spell slot, you can cast
  psionova using either slot.
  
  ou know one 1st level spell of your choice from the options
  granted by your Cerebral Mutation. Your Spell Capacity
  column of the Psychic table shows when you can observe and
  learn new spells of a level you can cast. Due to the unique
  observation that is required for a psychic, a psychic may only
  learn a spell in a way as described in the Learning Spells
  section below.
  Additionally, as you gain levels, you also learn psionic spells,
  as determined by the Psionics Known table on the psychic
  table. You know one 1st level psionic spell of your choice at
  level 1, chosen from the psionic spell list. When you gain a
  level in this class, you may replace one psionic spell with
  another from the psionic spell list, which you still must have
  the prerequisite spell slots for.
  Additionally, when you gain a level in this class, you can
  choose one of the Psychic spells you know and replace it with
  another spell from the Psychic spell list, which also must be of
  a level for which you have spell slots.
  
  As a psychic, atop your natural psionic abilities, you also can
  learn a number of spells by observing them being cast around
  you and adapting your mind to match. At 1st level, you
  naturally learn one non-psionic spell from your Cerebral
  Mutation, and this spell cannot be replaced or forgotten, but
  all other non-psionic spells must be observed for you to learn
  them.
  Depending on your Mutation, you can learn from different
  spell lists from other classes, and the spell you learn must be
  from one of those spell lists. While you have the capacity to
  learn a new spell, which is whenever your non-psionic spells
  known is less than your Spell Capacity, and you see a creature
  within 120 feet of you cast a spell on a spell list as determined
  by your Cerebral Mutation, you may use your reaction to make
  an Intelligence ability check of a DC equal to 10 + the level of
  the spell cast. On a success, you memorize the basics of that
  spell.
  The next time you complete a short or long rest, you can
  choose to permanently learn one spell whose basics you have
  memorized, and you then forget the basics of all other spells
  you had memorized. You may only memorize the basics of a
  number of spells up to your Intelligence modifier. Once you
  fail to learn a spell from a given source, you cannot attempt to
  learn that spell from that source again for 1 year. For instance,
  if you attempt to learn the magic missile spell when your
  Sorcerer ally cast it and you fail your ability check, you cannot
  attempt to learn magic missile from that Sorcerer again until
  1 year has passed.
  You can also attempt to learn from a teacher who knows a
  spell or scroll inscribed with a spell on the list, using 1 hour
  and making the Intelligence check with advantage, learning it
  on a success, and becoming unable to learn that spell from
  that scroll or teacher for 1 year, as normal.
  Whenever you gain a level in this class or by spending one
  month performing harrowing meditation ritual to restructure
  your brain, you can choose to forget one non-psionic spell you
  have learned, thus allowing you to learn another spell later by
  observation. A spell you learn by observation must always be
  of a level for which you have spell slots. A spell learned by
  observation is always considered a Psychic spell, but not a
  psionic spell, for you.
  
  Intelligence is your spellcasting ability for your Psychic spells,
  since the power of your Psionics revolves around your mental
  strength and understanding. You use your Intelligence
  whenever a spell refers to your spellcasting ability. In addition,
  you use your Intelligence modifier when setting the saving
  throw DC for a Psychic spell you cast and when making an
  attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  
  You can use an arcane focus (see chapter 5, "Equipment") as a
  spellcasting focus for your Psychic spells.
  50
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  
  When you become a psychic, your brain physically changes
  and morphs based on your specialization. Certain types of
  psychics use different lobes or regions of their brain for their
  spellcasting, which changes what spells they can learn and
  how they manifest their psionics. Choose one Cerebral
  Mutation from Occipital Mutation, Parietal Mutation,
  Temporal Mutation, Limbic Mutation, Cerebellum Mutation,
  or Frontal Mutation.
  Your choice grants you benefits at level 1, as well as
  additional benefits at levels 3, 10, and 20.
  
  At level 2, your heightened mental awareness of your
  surroundings grants you blindsight up to 10 feet.
  At 17th level, you gain truesight to 30 feet and blindsight to
  60 feet. If you already had either, they both increase by 30
  feet.
  
  At level 2, you gain the ability to tap into others minds and
  speak to them. You gain telepathy out to 30 feet. You can send
  messages in the form of words, images, or feelings through
  telepathy.
  As you gain levels in the Psychic class, your Telepathy
  increases in range, as shown on the Telepathic Range column
  of the Psychic table.
  
  At level 6, whenever you deal psychic damage with a psionic
  spell or Psychic ability to a creature within 30 feet of you, you
  can use a bonus action to silence their mind. They must
  succeed on an Intelligence Saving Throw or become
  telepathically silenced for 1 minute.
  While telepathically silenced, a creature's Intelligence score
  is reduced by 1d8 and they cannot use any Telepathy feature
  or cast any spell with the psionic subtype. If their Intelligence
  is reduced to 0 as a result of this ability, they cannot
  concentrate on spells, are vulnerable to psychic damage and
  are stunned for the duration or until they take any damage or
  until an adjacent creature uses an action to shake them
  awake, after which they regain 1 point of drained Intelligence.
  A creature may attempt their saving throw at the end of each
  of their turns, ending the effect on a successful save. This
  ability does not effect constructs or undead.
  You may use this ability a number of times equal to your
  Intelligence modifier, regaining all expended uses after a long
  rest.
  At level 13, the Intelligence score reduction increases to
  2d8, and at level 18, it increases to 3d8.
  
  At level 7, your brain mutates slightly to refine your psionics in
  combat. Choose one adaption ability from the options below.
  
  You imbue your melee weapon attacks with psychic energy.
  The first melee weapon attack that hits on your turn also
  deals an additional 1d8 psychic damage.
  At level 14, this psychic damage increases to 2d8.
  
  When a creature succeeds on a saving throw against a psionic
  cantrip that deals damage on a failed save, they still take half
  damage on a successful save, although they suffer no other
  effects.
  
  You add your Intelligence modifier to any damage you deal
  damage with a psionic cantrip.
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  
  At level 14, you can use your psionic power to manipulate fine
  aspects of magic around you. While you are not concentrating
  on a spell, you have a flying speed of 30 feet, as you can lift
  yourself into the air with your psionics.
  Additionally, choose 1 spell from any class’s spell list that is
  of 5th level or lower. You may cast that spell using a Psychic
  spell slot as a psionic spell once. It is considered a Psychic
  spell for you. You regain your use of this spell when you
  complete a long rest.
  
  As psychics specialize in their field of psionic interest, their
  brains mutate and change form to accommodate their new
  mental strain. There are six areas of the brain that can be
  mutated as psychics specialize their mental powers, and the
  subsequent mutation is named after those neurological
  systems or lobes of the brain: Occipital Mutation, Parietal
  Mutation, Temporal Mutation, Limbic Mutation, Cerebellum
  Mutation, and Frontal Mutation.
  
  Some psychics manifest psionics that refine their visual
  senses while modifying the visual perception of others,
  creating mental hallucinations and allowing them to sense
  things from very far away. The occipital lobe and optical
  nerves of these psychics mutate and twist into different colors
  and subsequently change the eye structure of the psychic.
  Occipital mutants can observe and learn spells from the
  Sorcerer and Ranger spell lists.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Color
  Spray, Hunter's Mark, or Silent Image. This spell does not
  count against your Spell Capacity, and whenever you gain a
  level in this class, you may change any one of these three
  spells for another one of the three.
  Additionally, you learn one sorcerer cantrip of your choice.
  All spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency in the Perception and
  Investigation skills.
  Choose one of these skill proficiencies. Whenever you make
  an ability check using your chosen proficiency, you double
  your proficiency bonus.
  
  Also at level 1, you can tap into the visual senses of other
  creatures. As an Action, you can force a creature that you can
  see within 60 feet of you to make an Intelligence Saving
  throw. On a failure, you see what they see in your mind's eye
  for 1 minute or until you exit their senses as a bonus action. A
  creature may use their action to attempt the saving throw
  again to break free of this ability.
  A creature that succeeds against this Saving throw is
  immune to this psionic ability for 24 hours. This does not
  effect constructs or undead.
  
  At level 3, whenever you cast a spell that creates a visual
  illusion but not any other sensory illusions, you can designate
  a number of creatures within 120 feet of you that you can see
  equal to your Intelligence modifier. Only those creatures can
  see this illusion. You cannot select a construct or undead with
  this ability.
  You can use this ability twice, regaining all expended uses
  after completing a long rest. You gain more uses of this ability
  as you gain psychic levels, three uses at level 8, four uses at
  level 13, and five uses at level 18.
  
  At level 10, your eyes and become able to sense more than
  most. While you are conscious, you and all creatures within
  10 feet of you of your choice and gain truesight out to 30 feet.
  
  At level 20, you become a powerful force of sight. Whenever
  you cast a psychic spell of 1st level or higher, you can cast
  Silent Image as a bonus action without expending a spell slot
  or providing material components.
  When you cast Silent Image in this way, you do not need to
  concentrate on the spell. If you cast Silent Image again in this
  way, any previous illusions created by this spell disappear.
  
  Those psychics who use their psionics to augment their own
  senses and perception also subsequently increase their
  sensitivity to pain. This makes them cautious and evasive in
  combat, and they can adjust the nervous systems of others to
  numb their pain or cause it to flare up wildly. The parietal lobe
  of these psychics often connect with hundreds of additional
  neural pathways that connect it to the peripheral nervous
  system.
  Peripheral mutants can observe and learn spells from the
  Cleric and Paladin spell lists.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Cure
  Wounds, Bane, or Searing Smite. This spell does not count
  against your Spell Capacity, and whenever you gain a level in
  this class, you may change any one of these three spells for
  another one of the three.
  Additionally, you learn one cleric cantrip of your choice. All
  spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency with light armor, shields,
  and the herbalism kit.
  
  Also at level 1, you gain 1 additional maximum hit point
  whenever you gain a level in this class.
  Additionally, whenever a turn ends and you had taken
  damage equal to or greater than your psychic level, you can
  use your reaction to attempt to capture that moment of pain in
  a Psionic Wound. You may maintain a number of Psionic
  Wounds equal to your Intelligence modifier. You may expend
  Wounds using the actions below.
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  Flare Pain. Whenever you deal damage to an enemy within
  30 feet of you, you can expend a Psionic Wound to amplify the
  pain they suffer. They take an additional amount of psychic
  damage equal to 1d6 + your Intelligence modifier.
  Deaden Pain. Whenever you or a creature within 30 feet of
  you takes damage from a source you can see, you can use
  your reaction and expend a Psionic Wound to reduce the
  damage by 1d6 + your Intelligence modifier.
  Remove Pain. Whenever you magically restore hit points
  or remove a condition from a willing to a creature or creatures
  within 30 feet of you, you may expend a Psionic Wound and
  have one of those creatures restore 1d6 + your Intelligence
  modifier hit points.
  You lose all Wounds after you complete a long rest. You may
  only expend one Psionic Wound per turn.
  
  Also at level 3, whenever you magically restore hit points to a
  creature or creatures, you can also choose to remove a single
  condition from one target of your healing ability. This
  condition can be charmed, frightened, stunned, blinded, or
  deafened.
  You can use this ability twice, regaining all expended uses
  after completing a long rest. You gain more uses of this ability
  as you gain psychic levels, three uses at level 8, four uses at
  level 13, and five uses at level 18.
  
  At level 10, you can adjust how your body reacts to pain and
  attacks. Choose one saving throw that you are not already
  proficient. For as long as you have at least 1 Psionic Wound,
  you are proficient with that saving throw. Whenever you use a
  reaction to gain a Psionic Wound, you may change this choice
  of saving throw as part of the same reaction.
  
  At level 20, you become able to siphon your pain into direct
  defenses for yourself. Whenever you end a turn during which
  you have taken damage, you can use your reaction to gain
  temporary hit points equal to the single greatest instance of
  damage you took on that turn. These temporary hit points
  fade once you begin your next turn.
  
  Some psychics use their psionics to create beautiful music
  from memory, construct believable arguments, or create
  weaving tales of fiction from dozens of gleaned minds. These
  psychics gain incredible memories and can copy sounds and
  even incant spells with perfect precision. The temporal lobes
  of these psychics often are larger and connected to other parts
  of the brain or skull.
  Temporal mutants can observe and learn spells from the
  Bard and Druid spell lists.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Healing
  Word, Thunderwave, or Comprehend Languages. This spell
  does not count against your Spell Capacity, and whenever you
  gain a level in this class, you may replace any one of these
  three spells for another one of the three.
  Additionally, you learn one bard cantrip of your choice. All
  spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency with the Performance and
  Insight skills, as well as proficiency with one musical
  instrument of your choice.
  Choose one of these skill proficiencies or your proficiency
  with your chosen musical instrument. Whenever you make an
  ability check using your chosen proficiency, you double your
  proficiency bonus.
  
  Also at level 1, whenever you deal damage to a creature within
  60 feet of you, you can use a bonus action to cause them to
  imagine mind numbing whispers assaulting their ears. That
  creature is considered deafened and has disadvantage on any
  Concentration saving throws they make until the beginning of
  your next turn.
  
  At level 3, when you see a creature within 30 feet of you cast a
  spell that has a Verbal component, you can use your reaction
  to memorize that component. For the next minute, you can
  cast that spell once using only verbal components, after which
  you lose your memorization of that spell. You must cast it at
  the level that the original caster cast it, expending a psychic
  spell slot to do so.
  You can use this ability twice, regaining all expended uses
  after completing a long rest. You gain more uses of this ability
  as you gain psychic levels, three uses at level 8, four uses at
  level 13, and five uses at level 18.
  
  At level 10, your supernatural hearing grants you incredible
  awareness of the world around you. While you are not
  deafened, you are considered to have blindsight out to 30 feet.
  Additionally, you can sense the heartbeat of creatures you
  can see within 30 feet of you. Any creature with a heartbeat
  within 30 feet of you has disadvantage on Deception or
  Stealth checks made against you, as you can notice their
  heart's faltering tempo.
  
  At level 20, you able to persuade memories from others using
  your voice or song. As an Action, you can select a creature
  within 120 feet who is hearing you perform or play an
  instrument. That creature must make a Charisma (Deception)
  check against either your Performance (Charisma) or Musical
  Instrument (Charisma).
  If they fail, you can attempt to see into a single memory that
  is no longer than 1 hour of that creature either by designating
  a time or a set of conditions that are fulfilled by that memory,
  such as “10 years ago to this day” or “the last time you ate”. If
  the creature has no such memory, the ability fails. If they do,
  you learn the memory as if you were from in that creature’s
  perspective.
  Once a creature succeeds against this ability, they are
  immune to it for 24 hours.
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  
  Psionics can often be produced naturally, and are most often
  unlocked by incredible tragedy or rage. In most of these cases,
  the resulting psychics often cannot control their own
  emotions in combat and enter into a wild, dangerous trance
  that increases their physical and mental power. The limbic
  system of these psychics, particularly the amygdala, often fuse
  to other lobes such as the Frontal or Parietal lobes, making
  them more prominent in active reasoning.
  Limbic mutants can observe and learn spells from the
  Warlock and Paladin spell lists.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Armor of
  Agathys, Hex, or Wrathful Smite. This spell does not count
  against your Spell Capacity, and whenever you gain a level in
  this class, you may replace any one of these three spells for
  another one of the three.
  Additionally, you learn one Warlock cantrip of your choice.
  All spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency with light and medium
  armor, shields, and martial weapons.
  
  Also at level 1, At the end of a short rest, choose one weapons
  within 5 feet of you that you are proficient with. This weapon
  is considered magical for the purposes of overcoming
  resistances and immunities, and you can use your Intelligence
  modifier to hit and damage with weapon attacks using them.
  A weapon remains your bond until you fall unconscious,
  until you complete your next rest, or until it moves more than
  120 feet from you.
  You can bond to an additional weapon at level 6 (2
  weapons), level 11 (3 weapons), and level 16 (4 weapons).
  If you later take the Psionic Warrior adaption ability at level
  7, any weapon attacks made with your bonded weapon can
  deal that psychic damage, even if they are not melee weapon
  attacks.
  
  At level 3, when you take the Attack action using your bonded
  weapon on your turn, you may surge your psionic rage. You
  may make two attacks with your Bonded weapon during this
  Attack action. When you hit a creature with one of these
  weapon attacks during those Attack action, you also deal
  additional psychic damage equal to your Proficiency Bonus.
  You can use this ability twice, regaining all expended uses
  after completing a long rest. You gain more uses of this ability
  as you gain psychic levels, three uses at level 8, four uses at
  level 13, and five uses at level 18.
  
  At level 10, you can fuse your bonded weapon attacks and
  psionic abilities into fluid attacks. Whenever cast a psychic
  cantrip, you may make a weapon attack using your bonded
  weapon as a bonus action.
  
  At level 20, you become more powerful and capable of
  undercutting enemy’s minds with your bonded weapon.
  Whenever you end your turn after hitting a creature with your
  bonded weapon, that must succeed on an Intelligence Saving
  Throw. On a failure, until the end of your next turn, that
  creature has disadvantage on spells you cast.
  A creature who succeeds on this saving throw is immune to
  this ability for 1 hour or until you hit it with a critical hit using
  your Bonded Weapon.
  
  Psychic warriors or athletes often require intricate motor
  skills and physical detail, and can manifest a mutation that
  pushes this to the extreme. These psychics adopt a dexterous
  fighting style that weaves psionics into their weapon attacks,
  which slows their enemies down at the same time. The
  Cerebellum of these psychics often fuses down inside the
  spine, and causes faster and more precise movements.
  Cerebellum mutants can observe and learn spells from the
  Druid and Ranger spell lists.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Alarm,
  Ensnaring Strike, or Zephyr Strike. This spell does not count
  against your Spell Capacity, and whenever you gain a level in
  this class, you may replace any one of these three spells for
  another one of the three.
  Additionally, you learn one Druid cantrip of your choice. All
  spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency with Dexterity saving
  throws and one skill of your choice, choosing from Acrobatics,
  Athletics, Stealth, or Sleight of Hand. Whenever you make an
  ability check using your chosen skill proficiency, you double
  your proficiency bonus for that check.
  At the end of a long rest, you can change your choice skill
  proficiency between these four skills.
  
  Also at level 1, while or wearing armor or wielding a shield,
  your armor class equals 10 + your Dexterity modifier + your
  Intelligence modifier.
  
  Also at level 1, whenever you are targeted by a melee weapon
  or melee spell attack from a target you can see, you can use
  your reaction to impose disadvantage on the attack roll.
  If the attack misses, the enemy must succeed on a Wisdom
  Saving Throw or be stunned until the beginning of their next
  turn.
  
  At level 3, you become particularly swift at dexterous tasks.
  Whenever you make a Dexterity check, saving throw, or an
  attack roll using Dexterity to hit, you may choose to forgo
  rolling to instead have your check equal 10 + any relevant
  modifiers.
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  You can use this ability twice, regaining all expended uses
  after completing a long rest. You gain more uses of this ability
  as you gain psychic levels, three uses at level 8, four uses at
  level 13, and five uses at level 18.
  
  At level 10, you gain advantage against abilities that cause the
  charmed or stunned conditions.
  Additionally, whenever you deal psychic damage to a
  creature within 30 feet of you on your turn, you may use a
  bonus action to begin to manipulate their nervous system.
  That creature has disadvantage on any saving throw against
  the next spell you cast before the end of your next turn that
  either gives a creature a command, as with the Command or
  Crown of Madness spells, or any spell that charms the target.
  
  At level 20, you have complete control over your own body and
  others. You are immune to the charmed and stunned
  conditions.
  Additionally, as part of the same bonus action whenever you
  manipulate a creature’s nervous system with your Puppeteer
  feature, you may cast the Command spell on that same
  creature at 1st level without expending a spell slot. The
  creature has disadvantage on this spell as well as the next
  similar spell you cast on it.
  
  Those who actively seek out psionic power often do so to
  access knowledge and ancient truths of the world. These
  psychics gain enhanced supernatural abilities and unique
  conjuring abilities where they can predict and steal enemy
  intelligence. The frontal lobes of these psychics are often
  either a different color or even partially ethereal, magically
  enhancing their active consciousness.
  Frontal mutants can observe and learn spells from the
  Wizard spell list.
  
  When you choose this Mutation at level 1, you learn one 1st
  level spell of your choice from the following options: Detect
  Magic, Sleep, or Chromatic Orb. This spell does not count
  against your Spell Capacity, and whenever you gain a level in
  this class, you may replace any one of these three spells for
  another one of the three.
  Additionally, you learn one Wizard cantrip of your choice.
  All spells learned in this manner are considered to be psychic
  spells for you.
  
  Also at level 1, you gain proficiency with light armor, shields,
  and one artisan’s tools of your choice.
  
  Also at level 1, you learn how to manifest a small figment is
  reality called a Psionic Familiar. You learn the find familiar
  spell, which is a psionic spell for you and does not count
  against your psionic spells known nor does it could against
  your Spell Capacity. You can cast find familiar at the end of a
  long rest, without requiring material components or using a
  spell slot.
  When you summon your Psionic Familiar, it must use the
  statistics of one of the usual familiar options, but it is always
  invisible to any creature except you. You are not deafened nor
  blinded while looking through the senses of your Psionic
  Familiar, and you can begin to look through them and a bonus
  action. You can cast any psionic spell at a target you can see
  through your familiar’s eyes as if you were in the familiar’s
  space.
  
  At level 3, you can tap into a higher reserve of knowledge in
  your consciousness to produce a couple unique effects, as
  determined below.
  Harness Intellect. Whenever you make an Intelligence
  ability check, you may choose to gain advantage on the check.
  Compact Magic. You may use a bonus action to create an
  expended 1st level. Once you reach level 11, you recover a 2nd
  level spell slot instead.
  Create Cantrip. You may attempt to cast any cantrip that
  you have seen cast before as an Action. When you do so, make
  an Intelligence check of a DC that equals 10 + proficiency
  bonus + the number of times you have attempted this
  Versatile effect. On a success, you cast the cantrip as if it were
  a psychic spell, and it is always considered psionic spell for
  you. On a failure, you take 2d6 + your Proficiency Bonus in
  psychic damage and you cannot attempt any Versatile effect
  until you complete a long rest.
  You can use these effects in any combination twice,
  regaining all expended uses after completing a long rest. You
  gain more uses of this ability as you gain psychic levels, three
  uses at level 8, four uses at level 13, and five uses at level 18.
  
  At level 10, whenever you use your Silence Mind ability on a
  creature, you also gain a temporary bonus to your Intelligence
  equal to the combined Intelligence penalties from all enemies
  currently effected by your Silence Mind ability. This bonus can
  temporarily increase your Intelligence score past 20.
  Additionally, while you are benefiting from an Intelligence
  score increase from this ability, you know all languages, tool,
  and skill proficiencies from any creature who is telepathically
  silenced because of you.
  
  At level 20, you gain a powerful pool of magical power within
  yourself. It grants you advantage against all saving throws
  caused by magical sources.
  Additionally, you can use an Action to recover a number of
  expended uses of Silence Mind or Versatility equal to your
  Intelligence modifier in any combination. Once you have used
  this part of this feature, you cannot do so again until you have
  completed a long rest.
  55
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  
   
  ° These spells are psionic and can be found in Caraman's
  Tome of Lost Skill.
  Changelog
  1.0 Class Release! Spells and original, incomplete
  Esper class pulled from D&D Wiki (the incomplete
  Esper class is no longer up anymore) 
  1.1 Many adjustments to base class, ported over to
  Finn's Tome of Lost Heroes. 
  1.2 Adjusted spell list and added subclasses with
  special Psionic Spellcasting feature.
  Cantrips (0 Level)
  Disrupting Strike°
  Elusive Arcana°
  Friends
  Maddening Totem°
  Mage Hand (is invisible for
  psychics)
  Message
  Minor Illusion
  Psionbolt°
  Psychokinesis°
  Thaumaturgy
  1st Level
  Charm Person
  Command
  Catapult
  Detect Magic
  Dissonant Whispers
  Earth Tremor
  Feather Fall
  Tenser's Floating Disk
  Illusory Script
  Jump
  Mage Armor
  Mental Thorn°
  Mind Blast°
  Psionova°
  Sanctuary
  Shield
  Silent Image
  Sleep
  Tasha’s Hideous Laughter
  2nd Level
  Calm Emotions
  Concuss°
  Detect Thoughts
  Enthrall
  Hold Person
  Hone Senses°
  Levitate
  Mind Spike
  Mirror Image
  Nystul's Magic Aura
  Phantasmal Force
  Psionic Ward°
  Psydarts°
  See Invisibility
  Silence
  Suggestion
  Wall Sight°
  Zone of Truth
  3rd Level
  Catnap
  Clairvoyance
  Enemies Abound
  Fear
  Fly
  Haste
  Hypnotic Pattern
  Major Image
  Mind Wipe°
  Nondetection
  Psybeam°
  Psyblast°
  Psyche Drain°
  Sending
  Slow
  Tongues
  4th Level
  Arcane Eye
  Compulsion
  Confusion
  Dominate Beast
  Hallucinatory Terrain
  Locate Creature
  Otiluke’s Resilient Sphere
  Phantasmal Killer
  Rend°
  Staggering Smite
  Swift Attunement°
  5th Level
  Bigby’s Hand
  Dream
  Dominate Person
  Far Step
  Geas
  Hold Monster
  Legend Lore
  Mislead
  Modify Memory
  Permanency
  Rary's Telepathic Bond
  Scrying
  Seeming
  Synaptic Static
  Telekinesis
  Wall of Force
  6th Level
  Drawmij's Instant Summons
  Globe of Invulnerability
  Guards and Wards
  Mass Mind Wipe°
  Mass Suggestion
  Scatter
  True Seeing
  7th Level
  Extrasensory Strike°
  Forcecage
  Mordenkainen's Sword
  Power Word Pain
  Project Image
  Reverse Gravity
  Sequester
  8th Level
  Antipathy/Sympathy
  Dominate Monster
  Feeblemind
  Mind Blank
  Telepathy
  9th Level
  Astral Projection
  Foresight
  Psychic Scream
  Weird
  56
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  
  A stout dwarf tips his flamboyant hat, his eyes flashing with
  some form of magic. The bandits slowly surround him, and
  step back as he throws out a few awkwardly shaped dice onto
  the ground in front of them. Their surprise quickly shifts to
  annoyance at the mundane cubes, then shifts even faster to
  terror as the dice glow and distort time and face around them
  into explosion of astral energy.
  A pale halfling with round glasses kneels over a chained up
  child, the shadow demon that possess it growling and biting at
  him as he worked, raising his holy symbol and purging it back
  into the abyss.
  A large human slams his mace against his shield, his beard
  stretching into a satisfied grin. As he charges towards the
  dragon, he reaches out to his allies, showing them each
  possible future- and they take the one towards victory.
  Each of these adventurers are Seers, a sect of devout
  specialists who tap into the near-infinite web of possible
  futures, which they call the time flow. These rare
  chronomancers are both prophets and scientists, using their
  sight in practical ways to further thier goals and the goals of
  others around them.
  
  Seers can both see and manipulate a volitile and dangerous
  force that connects the futures of every creature in the
  universe. Seers have called it the time flow, but the common
  folk simply call it fate. Allowing themselves to glimpse into the
  future grants them a distinct advantage in many situations,
  including adventuring.
  When a creature glimpses into the time flow, they do not
  necessarily see the future that will come to pass. Instead, they
  see the web of possibilities in front of them, using their
  training to simultaneously see each possibility and manipulate
  their surroundings to match and shape their future to that
  desireable outcome. It is difficult and dangerous, and seers
  must be of incredibly strong will to master that juggling act.
  
  Despite what many might think, seers are not born with their
  gifts. In fact, the training that many seers must go through to
  manipulate the time flow turns many prospective seers away.
  However, those who remain on the path of the seer are driven
  people, with set goals or ideals, and they use the time flow to
  nudge the time line towards their desired future.
  Seers tradtionally use modified game pieces to percieve the
  future, the inherent randomness of the game mimicking the
  entropic nature of foresight. Tarot cards, runic dice, or even
  totemic dice pieces are all commonly used to assist in divining
  the future. Unfortunately, this has granted the driven seers a
  reputation as cheats and charlatans, though few true seers
  squander their gifts on such simple efforts.
  
  When making a seer, consider how your character learned
  chronomancy. Did they find an old tome and began to study
  and unravel the mysteries of the time flow? Or perhaps they
  were driven to the path of the seer to discover the secrets of
  temporal travel. Maybe your culture requires you to follow this
  path to become a prophet to your people or family.
  And why did you set off on adventure? Were you following a
  strand of possibility which led you to your party? Or perhaps
  you failed a temporal experiment and were thrust through
  time, and you must find a way to bring yourself back to your
  own time.
  
  You can make a seer quickly by following these suggestions.
  First, Wisdom should be your highest ability score, followed
  by Constitution. Second, choose the Sage background. Third,
  choose the chronomancy and time bolt cantrips, along with
  the following 1st-level spells: chaos bolt, detect magic,
  sanctuary, and sleep.
  57
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  The Seer
  Level
  Proficiency
  Bonus
  Features
  Seer's
  Luck
  Cantrips
  Known
  Spells
  Known
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +2
  Spellcasting, Oracle Vision
  ––
  2
  4
  2
  — — — — — — — —
  2nd
  +2
  Seer Specialization, Seer's
  Luck
  1
  2
  5
  3
  — — — — — — — —
  3rd
  +2
  ––
  2
  2
  6
  4
  2
  — — — — — — —
  4th
  +2
  Ability Score Improvement
  2
  3
  7
  4
  3
  — — — — — — —
  5th
  +3
  ––
  2
  3
  8
  4
  3
  2
  — — — — — —
  6th
  +3
  Specialization Feature
  3
  3
  9
  4
  3
  3
  — — — — — —
  7th
  +3
  ––
  3
  3
  10
  4
  3
  3
  1
  — — — — —
  8th
  +3
  Ability Score Improvement
  3
  3
  11
  4
  3
  3
  2
  — — — — —
  9th
  +4
  ––
  3
  3
  12
  4
  3
  3
  3
  1
  — — — —
  10th
  +4
  Divination Versatility
  3
  4
  13
  4
  3
  3
  3
  2
  — — — —
  11th
  +4
  ––
  3
  4
  14
  4
  3
  3
  3
  3
  1
  — — —
  12th
  +4
  Ability Score Improvement
  4
  4
  15
  4
  3
  3
  3
  3
  2
  — — —
  13th
  +5
  ––
  4
  4
  16
  4
  3
  3
  3
  3
  2
  1
  — —
  14th
  +5
  Specialization Feature
  4
  4
  17
  4
  3
  3
  3
  3
  2
  1
  — —
  15th
  +5
  ––
  4
  4
  18
  4
  3
  3
  3
  3
  2
  1
  1
  —
  16th
  +5
  Ability Score Improvement
  4
  4
  19
  4
  3
  3
  3
  3
  2
  2
  1
  —
  17th
  +6
  ––
  5
  4
  20
  4
  3
  3
  3
  3
  2
  2
  1
  1
  18th
  +6
  Specialization Feature
  5
  4
  21
  4
  4
  3
  3
  3
  2
  2
  1
  1
  19th
  +6
  Ability Score Improvement
  5
  4
  22
  4
  4
  3
  3
  3
  2
  2
  1
  1
  20th
  +6
  Master Oracle
  5
  4
  22
  4
  4
  3
  3
  3
  2
  2
  1
  1
  
  As a Seer, you gain the following class features.
  
  Hit Dice: 1d8 per seer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per seer level after 1st
  
  Armor: Light armor
  Weapons: Simple weapons
  Tools: 3 gaming sets of your choice
  Saving Throws: Wisdom, Charisma
  Skills: Choose two from Arcana, Deception, Insight,
  Perception, Religion, or Sleight of Hand.
  
  You start with the following equipment, including the
  equipment granted by your background.
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) a playing cards set or (b) any gaming set
  (a) a priest's pack or (b) an explorer's pack
  Leather armor, any simple weapon, and two daggers.
  
  Your harsh training has granted you some mystical connection
  to the strands of time. Using games of chance or skill to
  channel the crpytic messages of the time flow, your spells are
  used to assist your allies and prevent conflict or danger, trying
  to choose the best possible future. See chapter 10 for the
  general rules of spellcasting and the end of this class
  description for the seer spell list.
  
  You know two cantrips of your choice from the seer spell list.
  You learn additional seer cantrips of your choice at higher
  levels, as shown in the Cantrips Known column of the Seer
  table.
  58
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  
  The Seer table shows how many spell slots you have to cast
  your spells of 1st level and higher. To cast one of these spells,
  you must expend a slot of the spell’s level or higher. You regain
  all expended spell slots when you finish a long rest.
  For example, if you know the 1st-level spell detect magic
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast detect magic using either slot.
  
  You know four 1st-level spells of your choice from the seer
  spell list.
  The Spells Known column of the Seer table shows when
  you learn more seer spells of your choice. Each of these spells
  must be of a level for which you have spell slots, as shown on
  the table. For instance, when you reach 3rd level in this class,
  you can learn one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the seer spells you know and replace it with
  another spell from the seer spell list, which also must be of a
  level for which you have spell slots.
  
  Wisdom is your spellcasting ability for your seer spells. Your
  magic comes from the training and devotion to finding your
  future. You use your Wisdom whenever a spell refers to your
  spellcasting ability. In addition, you use your Wisdom modifier
  when setting the saving throw DC for a seer spell you cast and
  when making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  
  You can cast any seer spell you know as a ritual if that spell
  has the ritual tag.
  
  You can use a gaming set (found in chapter 5) as a
  spellcasting focus for your seer spells.
  
  Using your trained foresight, you can use a bonus action to
  enter into a trance to track a single enemy’s intentions and
  possible future actions. Choose one creature you can see
  when you activate this ability. That creature must make a
  Charisma Saving Throw or relinquish their immediate future
  actions to you. A creature can choose to fail this Saving
  Throw. A creature effected by your Oracle Vision has
  disadvantage on any attack against you it would normally not
  have advantage on, and it cannot hide from you. You must not
  be restrained to gain this benefit.
  Additionally, if you use the Help action to help a creature
  effected by your Vision, they also gain a bonus to their check
  or attack equal to your Wisdom modifier.
  A creature remains the focus of your Vision until the end of
  your next turn. You can use your Vision a number of times
  equal to 1 + your Wisdom modifier. You recover all expended
  uses after completing a short or long rest.
  
  Beginning at 2nd level, when you complete a long rest, you
  may choose a creature within 30 feet of you to grant a sliver of
  possibile foresight. Until the end of that creature’s next long
  rest, they may choose to re-roll any saving throw and must use
  the second roll. This ability then ends for that creature.
  As you gain levels, you can grant more luck after a long rest,
  either to the same creature or spread across multiple
  creatures. You have as many rolls of Seer's Luck as
  determined by the Seer's Luck column in the Seer table
  above. If you use your Seer's Luck on another creature, any
  previously bestowed Luck ends on other creatures.
  
  Beginning at 10th level, your mastery of foresight has granted
  you a natural sense of divination magic. You may cast any
  divination spell from any spell list as a ritual, even if you do not
  have it prepared. The spell must have the ritual tag and must
  be of a spell level that you can cast.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  Beginning at 20th level, whenever you roll initiative and you
  do not have any Oracle Visions left, you may expend a spell
  slot to regain uses of your Oracle Visions equal to double the
  level of the spell slot expended, rounded down.
  
  
  Some Seers use their powers not to see deep into the future,
  but to see into the instantaneous future, so that they can con
  or secure better bets.
  
  When you choose this specialization at level 2, you gain
  proficiency with 2 skills of your choice, choosing from the list
  below: Deception, Performance, Persuasion, Sleight of Hand,
  Insight.
  Additionally, choose two gaming sets or skills from the list
  above that you have proficiency in. You gain a bonus equal to
  your Wisdom modifier whenever you make an ability check
  using those chosen gaming sets or skills.
  
  Additionally at level 2, your extended study into the use of luck
  has granted you a special connection with that power.
  Whenever you complete a short rest, you may choose a targets
  equal to half your Seer's Luck, rounded up, to gain the Seer's
  Luck benefit. Any creatures with unused luck lose the benefit
  upon selecting a new target, as usual.
  
  Beginning at level 6, you can begin to see into a creature's
  options and intentions, particularly when it comes to
  spellcasting. When a creature within 30 feet of you casts a
  spell, you know the name of the spell, and you may use your
  reaction to force the creature to roll a d20. On a 1, the spell
  fails and the spell slot is lost.
  59
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  
  Beginning at level 14, you can see into an enemy's
  instantaneous future to shift their path onto another, less
  lucky path. When a creature within 30 feet of you succeeds on
  an attack roll, ability check, or saving throw, you may use your
  reaction and expend a use of your Oracle Vision to force them
  to roll again, and they must use the new roll.
  
  Beginning at level 18, you have mastered an ancient technique
  of chance. When both you and another creature have taken a
  bet on something, you may use an action propose a shadow
  game. Proposing a shadow game entails telling all the rules to
  the bet and the stakes. A creature can refuse the shadow
  game, and if it does you do not need to wait until the next long
  rest to propose a new one. The stakes of a shadow game are
  intense, as the loser of the bet instantly suffers one ill effect of
  your choice, choosing from the list below. If a creature cheats
  in a shadow game and is caught by the other party, they
  immediately lose and suffer the consequences.
  The Shadow Game lasts until the bet is complete, one party
  dies, or the bet is made impossible to complete. Once you use
  this ability, you cannot use it again until your current Shadow
  Game is completed and you have completed a long rest.
  Life. Betting your life is amongst the oldest of the shadow
  games. When a creature loses this game, they are instantly
  killed. The winning party can choose for the soul to be sucked
  into a single object related to the game, usually a playing card
  or some other small object, to prevent raising the dead foe.
  Wealth. Betting this does not only mean monetary wealth,
  but all wealth that the party has, including magical items,
  property, and monetary assets. Upon losing this bet, the loser
  becomes cursed and must give the winner all of these items,
  or any number of these items as specified in the bet, within
  the next week or suffer the effects of losing a life bet.
  Truth. When you bet for the truth, you will grant the person
  insight into your mind. The loser is cursed, and while they are
  cursed they must truthfully answer all questions asked to
  them by the winner. This curse can be dispelled by a 9th-level
  remove curse or wish spell.
  Your DM might allow you to outline your own stakes to a
  Shadow Game.
  
  Some Seers specialize in channeling the voices of the dead,
  allowing them to put spirits and minds to rest. However, if a
  spirit is evil or unwilling to pass on, Mediums will just as
  easily fight and banish them, which is where they earn their
  second name- the Exorcist.
  
  When you choose this specialization at level 2, you gain
  proficiency in Religion, if you don't already have it, and your
  proficiency bonus is doubled for all checks made with that
  skill.
  Additionally, you can use a holy symbol as your spellcasting
  focus for your Seer spells.
  
  Additionally at level 2, you can reach out to the spirit of a dead
  corpse that you touch and channel it through you. If the soul
  of the spirit is able and willing, it enters into your body for a
  small time, possessing you. Other creatures can ask it
  questions or read its thoughts as if it were a regular creature.
  You may use an action to purge the spirit from your body,
  releasing it back to the afterlife. If you do not use this action,
  the spirit remains in your body for one minute, after which
  your grip is weakened and it slips away.
  If you cannot reach a creature's spirit, you know where the
  spirit is being held in general terms, such as the region of the
  plane of existence it is on. You cannot use your Channel
  Spirits on any given corpse more than once.
  
  Additionally at level 2, whenever you hit a spectral creature
  such as a ghost or shadow demon with an attack, you may
  force that creature to make a Wisdom saving throw. On a
  failure, they are banished for 1 minute. If they had less than
  half their health remaining, they are instead instantly killed.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  Beginning at 6th level, you emit a faint 10 foot aura of
  protective energy around you. Any creature of your choice
  within that aura is immune to being possessed or charmed by
  undead, fiends, or celestials. No one gains this benefit if you
  are incapacitated.
  At 18th level, this aura increases to 30 feet.
  
  Beginning at level 14, you have become attuned to the
  ethereal. You gain truesight out to 10 feet.
  At 18th level, you gain truesight out to 30 feet.
  
  Beginning at level 18, you may expend one use of Oracle
  Vision to begin to channel the latent spiritual energies of a
  given area. After completing a 1 minute ritual, you may
  designate a room, building, town, or similarly sized area to be
  the focus of your Channel Location.
  When you channel a location, you can see it as it was in the
  past, and you can see past events in spectral re-enactments
  around you. You may choose a single scene you know played
  out in this area, and you can discover how that scene truely
  played out. Alternatively, you may choose a single creature
  that you have seen before. You instead see the last time that
  creature passed through this location. You know how long ago
  these visions are, but you don't neccesarily know who the
  creatures in your visions are except by context clues.
  You can channel a location multiple times, but you cannot
  channel the same vision more than once. If a creature was
  hidden from divination magic during the scene that you are
  seeing, that creature is removed from the scene when you play
  it back.
  
  Some Seers begin to train in their martial prowess, so that
  they may better lead their allies in battle. These seers are
  often warrior-prophets or advisors to military generals or
  warlords.
  60
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  
  When you choose this specialization at level 2, you gain
  proficiency in medium armor, shields, and martial weapons.
  
  Additionally at level 2, whenever you make a weapon attack
  against a creature who is effected by your Oracle Vision, you
  deal extra damage equal to your Wisdom modifier (minimum
  1). You must not have disadvantage on the attack in order to
  gain this advantage.
  
  Starting at level 6, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At level 14, whenever you deal damage with a weapon attack,
  you may use a bonus action to force the creature to make an
  Intelligence Saving throw. On a failure, the creature betrays
  its actions, allowing you to use a bonus action on your turn to
  determine what the creature is intends to do on their next
  turn. This effect lasts for one minute. A creature can repeat
  the Intelligence Saving throw at the end of each of their turns,
  ending the effect on a success.
  Once you use this feature, you cannot use it again until you
  complete a short or long rest.
  
  At level 18, you may use an action to cause a sphere of
  divination magic to surge around you. Every creature within
  30 feet is considered to be effected by your Oracle Vision. No
  one gains this benefit if you are incapacitated.
  This ability lasts for one minute or until you are
  incapacitated. You must complete a long rest before you can
  use this ability again.
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  
  ° Spells from Caraman's Tome of Lost Skill 
   
  Changelog
  1.0­ Class Release! 
  1.1­ Adjusted class wording and the spell list and
  added to Finn's Tome of Lost Heroes.
  Cantrips (0 Level)
  Blade Ward
  Chronomancy°
  Foretell Wound°
  Friends
  Fumble°
  Guidance
  Magic Stone
  Message
  Minor Illusion
  Thaumaturgy
  Time Bolt°
  True Strike
  1st Level
  Alarm
  Cause Fear
  Chaos Bolt
  Charm Person
  Chromatic Orb
  Comprehend Languages
  Detect Evil and Good
  Detect Magic
  Disguise Self
  Fog Cloud
  Heroism
  Hunter's Mark
  Identify
  Sanctuary
  Shield of Faith
  Sleep
  Soul Arrow°
  Zephyr Strike
  2nd Level
  Aid
  Augury
  Calm Emotions
  Crown of Madness
  Darkvision
  Detect Thoughts
  Earthbind
  Hold Person
  Locate Object
  Mind Spike
  Misty Step
  Nystul's Magic Aura
  Pyrotechnics
  Repair°
  See Invisibility
  Suggestion
  Wall Sight°
  Zone of Truth
  3rd Level
  Clairvoyance
  Counterspell
  Daylight
  Dispel Magic
  Fly
  Haste
  Magic Circle
  Master's Touch°
  Nondetection
  Sending
  Slow
  Spacial Rend°
  Speak with Dead
  Tongues
  4th Level
  Arcane Eye
  Banishment
  Charm Monster
  Compulsion
  Confusion
  Divination
  Dominate Beast
  Locate Creature
  Phantasmal Killer
  Sickening Radiance
  Swift Attunement°
  5th Level
  Animate Objects
  Antilife Shell
  Commune
  Creation
  Dawn
  Dismantle°
  Dispel Evil and Good
  Dominate Person
  Far Step
  Geas
  Hijack Spike°
  Hold Monster
  Modify Memory
  Scrying
  Synaptic Static
  Telekinesis
  Wall of Force
  Wall of Light
  6th Level
  Arcane Gate
  Contingency
  Find the Path
  Globe of Invulnerability
  Mass Suggestion
  Scatter
  Tenser's Transformation
  True Seeing
  Word of Recall
  7th Level
  Crown of Stars
  Divine Word
  Etherealness
  Forcecage
  Mirage Arcane
  Prismatic Spray
  Teleport
  8th Level
  Antimagic Field
  Antipathy/Sympathy
  Dominate Monster
  Feeblemind
  Glibness
  Illusory Dragon
  Mind Blank
  Telepathy
  9th Level
  Foresight
  Heroic Guidance°
  Psychic Scream
  Time Stop
  Wish
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  
  
  " Fluid martial arts is a type of martial art that reads a
  weapon's movements and ruins it using Shinsu. The same
  goes for your sword's movement. If I can read it, I can dodge
  it." - Boro, D-Class Regular.
  A human soldier runs across the battlefield, pulling out yet
  another blade from a small, extradimensional armory. He
  blocks a heavy blow from a greataxe, then slams back with
  twice the force, forcing the Orc general clean off his mount.
  An elven woman sits by her allies blocking the monster's
  attacks as they deflect off of her weapon. Needle in hand, she
  calls over to her allies, warning them of its attacks and tactics.
  A dwarven man stands in front of a huge serpent which
  coils and shifts in the air. Laughing, he rushes forwards, a
  huge hook in both his hands. The serpent slams into him, but
  he continues forwards, slamming the beast back into the
  ground.
  Fisherman are warriors who balance a fine weapon training
  with advanced training in Shinsu manipulation. Using the
  Shinsu around them to block and deflect the most harmful
  blows, they absorb impacts to give back later. Defensive
  masters, a Fisherman might not hit first, but he'll always hit
  last.
  
  A Fisherman's strength comes from a bond between himself
  and his weapon. Using this bond, he can absorb or redirect
  damage dealt to him, change the properties of his weapons, or
  manipulate the Shinsu around him and others. Often the
  vanguards of Tower of God Regulars, the Fisherman's job is to
  divert attention from the Scout and Spear Bearers, while also
  putting a good deal of offensive pressure on the enemy at
  close range.
  Many Fishermen are known for using exotic weapons
  known as Needles and Hooks. These weapons are very light
  and have sleek physiques, allowing the Fisherman to fight
  through areas of extremely high concentrations of Shinsu.
  That being said, most Fisherman are extremely strong
  individuals, and some prefer to use heavier blades regardless
  of their sluggishness.
  
  
  Shinsu is a strange, invisible element in the air that fuels
  almost all of the magic in the Tower of God. Created and
  controlled by Administrators, powerful supernatural beings
  who rule individual floors of the Tower, manipulating Shinsu
  can create distortions in space around it. Also called Sacred
  Water or Liquid Ether, Shinsu can be used in any variety of
  magical spells and powers, particularly those that effect the
  relationships between living things. Amongst these abilities is
  the gifted ability to create small pocket dimensions called
  Inventories or Pockets, the form of which are determined by
  the Administrator or, if the Shinsu user is a powerful, Irregular
  creature, can be chosen by the user themselves.
  To become a Fisherman, you must either be judged by a
  floor administrator or be deemed worthy of the title by one
  outside of the Tower. The Pocket Armory is a mark of the
  Fisherman, and a permanent contract to the Tower of God- to
  search ever upwards, and to clear the tests the administrators
  set for you.
  Tower of God is a Webcomic by user Slave In Utero,
  on Line Webtoon, where I based this class from.
  Check it out here: Tower of God Home Page.
  63
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  The Fisherman
  Level
  Proficiency
  Bonus
  Features
  Stances
  Known
  1st
  +2
  Stance, Pocket Armory
  2
  2nd
  +2
  Fighting Style, Shinsu Control,
  Control Dice (d4)
  2
  3rd
  +2
  Fisherman Symbol, Shinsu
  Bond
  2
  4th
  +2
  Ability Score Improvement
  2
  5th
  +3
  Extra Attack
  2
  6th
  +3
  Ability Score Improvement,
  Control Dice (d6)
  2
  7th
  +3
  Quick Switch
  3
  8th
  +3
  Ability Score Improvement
  3
  9th
  +4
  Style Feature, Control Dice
  (d8)
  3
  10th
  +4
  Pocket Armory Improvement
  3
  11th
  +4
  Focused Stance (2 Uses),
  Shinsu Control Improvement
  3
  12th
  +4
  Ability Score Improvement
  3
  13th
  +5
  Control Dice (d10)
  3
  14th
  +5
  Ability Score Increase
  3
  15th
  +5
  Style Feature
  4
  16th
  +5
  Ability Score Improvement
  4
  17th
  +6
  Focused Stance (3 Uses),
  Control Dice (d12)
  4
  18th
  +6
  Style Feature
  4
  19th
  +6
  Ability Score Improvement
  4
  20th
  +6
  Soul Well
  4
  
  The most important question when creating a fisherman is
  how they got thier training. More trained in the classical arts
  of swordplay than most of the denizens of the Tower of God,
  fishermen are inherently more physically adept. Did they train
  for this for years? Or perhaps they were found and imbued
  with special power by an outside force or administrator?
  Regardless of the reason, the physical prowess fo your
  fisherman is thier most important aspect.
  
  You can make a Fisherman quickly. First, Strength or
  Dexterity should be your highest ability score, and Wisdom
  should be your second highest. Second, choose the Soldier
  background.
  
  As a fisherman, you gain the following class features, along
  with any granted by your background.
  
  Hit Dice: 1d10 per Fisherman level Hit Points at 1st Level:
  10 + your Constitution Modifier Hit Points at Higher Levels:
  1d10 (or 6) + your Constitution Modifier.
  
  Armor: Light, Medium 
  Weapons: Simple, Martial, Exotic 
  Tools: None 
  Saving Throws: Dexterity, Wisdom 
  Skills: Choose two from Acrobatics, Athletics, Perception,
  Insight, Survival, Intimidation, History, and Religion.
  
  You start with the following equipment, in addition to the
  equipment granted by your background.
  (a) leather armor or (b) scale mail.
  (a) a Needle or (b) any martial weapon.
  (a) a light crossbow and 20 bolts or (b) 3 Javelins.
  (a) a Dungeoneer's Pack or (b) an Explorer's Pack.
  Alternatively, you may start with 5d4 x 10 gp to buy your
  own Equipment.
  
  Using your control of Shinsu, the Fisherman has learned how
  harden your mind and how to position yourself in battle to
  produce specific fighting styles. Choose two Basic Stances
  from the options below. You enter one stance of your choice
  that you know instinctually when you begin your first turn in
  combat, and remain in it until combat is over. You may change
  your stance to another stance you know as a bonus action on
  your turn. You must be wielding a melee weapon you are
  proficient with and not be wielding a shield to gain the
  benefits of a stance. You learn another basic Stance at level 7
  and 15.
  Fencer. You take up a dueling stance with your weapon. If
  you have been attacked by a melee weapon attack by at least
  one creature you can see since your last turn, you can use a
  bonus action to use the Dodge action. This dodge action only
  applies against melee attacks from a creature that has
  attacked you since the turn before taking the Dodge action.
  Steel Guard. You place yourself into a defensive stance
  reinforced by Shinsu. Whenever you take damage, you can
  use your reaction to reduce that damage by your Wisdom
  modifier.
  Hunter. You position yourself into an aggressive, offensive
  stance. Whenever you first make a melee weapon attack on
  your turn, you may reduce your armor class by a number no
  greater than your Proficiency Bonus to gain an equivalent
  bonus to damage on all of your melee weapon attacks. This
  armor class reduction and damage bonus lasts until you begin
  your next turn.
  Reactive. You place yourself into a reactive stance. In this
  stance, you can make one additional melee weapon attack
  whenever you make an attack of opportunity.
  64
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  Balanced. You place yourself into a mindset of a skilled
  warrior. Once per round, when you make a melee weapon
  attack, you can choose to forgo rolling the dice to and
  consider the die roll to be a 10 plus any weapon or ability
  bonuses to hit. You may make this type of attack only once per
  turn.
  Reel. You attach a unique line that you can use to launch
  and fight with a melee weapon you are proficient in. You gain
  reach out for 5 more feet with your weapon while you are
  using this style.
  Lure. You cause distracting, spectral lights to glow from
  areas you can see. At the beginning of your turn or whenever
  you change to this Stance, choose an unoccupied space you
  can see within 60 feet of you. Annoying, multicolored lights
  shine in that area, creating dim light out to 15 feet. If you
  attack a creature within 5 feet of the lights and that creature
  can see the lights, you may add your Wisdom modifier to the
  attack roll, as your lights distract and grant openings to strike
  at.
  Persistence. You focus on your Shinsu to treat your
  wounds. At the beginning of your turn and whenever you
  change to this Stance, you gain temporary hit points equal to
  your Wisdom modifier. If you begin your next turn without
  gaining or losing any temporary hit points, you recover hit
  points equal to your Wisdom modifier.
  Aura. You let out an aura of destructive Shinsu around you.
  The air shimmers in a foot radius sphere centered on you. If a
  creature other than you moves into the aura for the first time
  on their turn, begins their turn there, or attempts any Action
  other than Dash or standard movement, the Shinsu begins to
  eat away at them and they take Acid damage equal to your
  Wisdom modifier. A creature can only take this damage once
  per turn.
  
  When you declare your class as a Fisherman, the Tower
  grants you access to a Pocket Armory. This is a small
  demiplane in which you can store weapons and armor. You
  can use a bonus action to call or dismiss the Armory, and a
  free action to remove or stow 1 weapon or shield from it.
  Armor is too cumbersome and requires an Use an Object
  action to move.
  You can store a number of weapons or armor equal to your
  Wisdom Modifier + half your Fisherman level in the Pocket.
  You can store shields and armor, but the times for donning
  and doffing these weapons still applies. You cannot summon
  this Armory in another Extradimensional space, or in the
  Ethereal Plane. You cannot place any object that contains an
  extradimensional space, such as a bag of holding or a portable
  hole inside any Pocket.
  Beginning at level 10, you may switch a set of armor, a
  shield, or a weapon that you are holding or wearing with
  objects inside your Pocket Armory as a bonus action,
  magically equipping them to you. When you do so, you may
  also break attunement to any number of magical objects and
  immediately attune to an object you have drawn from your
  Pocket Armory. If an object has a requirement other than a
  short rest to attune or break your attunement to it, you must
  still fulfill that requirement as normal. You can instantly attune
  to three objects in this way, regaining your ability to do so
  after completing a short or long rest.
  
  At 2nd level, you adopt a particular fighting style as your
  specialty. Choose one of the following options. You can't take a
  Fighting Style option more than once, even if you later get to
  choose again.
  
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the Attack roll. You must have a free
  hand to use this ability.
  
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain +2 bonus to damage rolls with that
  weapon.
  
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  
  While wearing armor, you gain +1 to your AC.
  
  When you roll a 1 or 2 on a damage die for an attack you
  make with a melee weapon that you are wielding with two
  hands, you can reroll the die and must use the new roll, even if
  the new roll is a 1 or a 2. The weapon must have the two-
  handed or versatile property for you to gain this benefit.
  
  Whenever you hit a creature with a weapon that has the
  Reach property, you can reduce that creature's speed by 5 feet
  until the end of their next turn. This effect stacks with itself
  
  You gain the ability to control the Shinsu in your body and
  around you, allowing you to perform physical and magical
  tasks impossible by others. You gain Control dice equal to 1 +
  your Wisdom modifier. These Control Die are d4s, and can be
  used to produce different effects, called Control Maneuvers, in
  combat based on your Stance. You can use a Control
  Maneuver out of combat only if you know the prerequisite
  Stance for it. Combat Maneuvers are all listed at the end of
  the class description.
  All Control Maneuvers gain extra features at level 11, and
  your Control die increase in size at certain levels, to d6s at
  level 6, d8s at level 9, d10s at level 13, and d12s at level 17.
  You cannot use more Control Dice in a single Maneuver than
  your Proficiency Bonus.
  Whenever a Shinsu Control Maneuver calls for a saving
  throw, use the Shinsu Control Save DC below.
  Shinsu Control Save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  
  At 3rd level, you begin to refine your physical strength and
  control of Shinsu by adopting a symbol. These symbols reflect
  both the origin of their Shinsu control or training and their
  resolve to gain further power.
  65
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  There are 3 Fisherman Symbols, the Symbol of Ignition, the
  Symbol of the King, and the Symbol of Perfection. You gain
  features and an additional Stance from your Symbol at 3rd
  level, as well as 9th, 15th, and 18th levels.
  
  At 3rd level, while you are in any Stance and wielding a
  weapon you are proficient in, you cannot be disarmed of that
  weapon while you are conscious.
  
  When you reach 4th level, and again at 6th, 8th, 12th, 14th,
  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.
  
  Beginning at 5th level, you can Attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At 7th level, you can switch stances on demand. Whenever
  another creature ends their turn, you can choose to switch to
  another Stance that you know. This occurs before any
  Legendary Actions occur.
  Once you use this ability, you must complete a short or long
  rest before you can use it again.
  
  At 11th level, you learn a to adjust your movements to adjust
  your Stance for a small amount of time. You can enter into a
  Focused Stance as a bonus action on your turn when you are
  already in a Basic Stance. While in a Focused Stance, you
  gain a +2 bonus to melee weapon damage, you still retain the
  benefits from your Basic Stance you are in, and you gain an
  additional benefit based on the Basic Stance you are focusing.
  This bonus to melee damage increases to +3 at level 17.
  You maintain your advanced stance for 1 minute, or until
  you fall unconscious or either drop it or change your basic
  Stance as a bonus action. Some Shinsu Control abilities
  require you to be in a Focused Stance to use them. If a
  Focused Stance requires a saving throw, use your Shinsu
  Control save DC.
  You may activate your Focused Stance twice, regaining
  expended uses after a short or long rest. You can use it three
  times between rests beginning at level 17.
  Thunderous Flurry. If you hit a creature at least twice in a
  single turn using only melee weapon attacks while using a
  Focused Fencer Stance , that creature must succeed on a
  Constitution saving throw, taking 1d6 additional thunder
  damage per attack that hit on a failure or half as much
  thunder damage on a success.
  Adamantine Hide. While using a Focused Steel Guard
  Stance, whenever creature a you can see hits you with an
  attack, you may use your reaction to reflect that attack onto
  them. They must succeed on a Dexterity Saving throw or the
  attack fails and they take the full damage of the attack, but no
  other effect occurs that may be attached to the attack. If they
  succeed, you both take half the damage of the attack and you
  are affected by any other effects it might have.
  Bloodlust. While using a Focused Hunter Stance, you also
  gain a bonus to hit equal to the amount of which you lowered
  your armor class.
  Slow Time. Once per round, while you are using a Focused
  Reactive Stance, you may choose to use an Action at the end
  of another creature's turn. You must declare this at the
  beginning of that creature's turn this special action occurs
  before any Legendary Actions.
  When you do so, you may only take the Dash, Help, or
  Attack actions. You may only take one melee weapon attack as
  part of this special Attack action.
  Mechanus Trance. While using a Focused Balanced
  Stance, your mind narrows and ignores distracting stimuli.
  The Balanced die roll increases to 13 + any weapon or skill
  bonuses, and you are immune to the charmed or frightened
  states until you exit the Trance.
  Reel Inventory. While using a Focused Reel Stance, you
  adjust your Pocket Armory to cause a small flurry of Reels to
  fly out, with any weapons inside of the inventory attached to
  them. When you take the Attack action, you can choose to
  attack with any weapon inside your Pocket Armory, each
  gaining the normal Reel benefits. Additionally, you can attack
  three times instead of two, so long as you make each attack
  with a different Reel weapon.
  Allied Angler. While using a Focused Lure Stance, when
  an ally you can see is attacking a creature within 5 feet of your
  Lure lights and the target creature is being effected by the
  lights, you may use your reaction to grant your Wisdom
  modifier to your ally's attack roll. You may do this after you
  have seen their roll but not before you have seen their results.
  Neverfall. While you are using a Focused Persistence
  Stance, whenever you would be reduced to 0 hit points on
  your turn but not killed outright, roll a d6. On a roll of 2 or
  higher, you are instead reduced to 1 hit point and conscious.
  Each time you succeed on this ability before taking a long
  rest, the roll must be 1 point higher- for instance, if you have
  already succeeded on a Neverfall check once since your last
  long rest, you must roll a 3 or higher to not be reduced to 0 hit
  points. If your Neverfall difficulty increases past 6, you
  automatically fail when you attempt a Neverfall check.
  Crushing Field. While you are using a Focused Aura
  Stance, whenever a creature takes Acid damage from your
  Aura, their speed is halved until the end of their next turn.
  
  At 20th level, you have the strength of the Tower behind you,
  and you can use use an action to tap into your innate strength
  to recover all expended Shinsu Control dice.
  Once you use this ability, you must wait until you finish a
  long or short rest before you can do so again.
  66
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  
  Fishermen eventually end up finding a symbol to hearken to,
  whether it is a physical change in their bodies due to the
  unpredictable nature of Shinsu, or if it is a goal or ambition
  they strive to achieve. A fisherman can only truly determine
  their symbol after testing techniques and fighting styles,
  which is why they only need to choose a Symbol at level 3.
  
  The manipulation of Shinsu is a dangerous task, and
  sometimes it comes at a high physical cost. Living ignition
  weapons were first created in the Workshop, a place in the
  tower that crafts most magical artifacts that manipulate
  Shinsu in the world, but others soon realized that they were
  being changed as well. Naturally born Ignition weapons are
  uncommon but they do exist, and their raw, chaotic power is
  truly a force to behold, though they can harm themselves with
  their own attacks.
  Ignition fishermen will often use symbols of wings or
  lightning bolts, representing their chaotic and free nature.
  
  Beginning when you choose this Symbol at 3rd level, you
  learn the Living Ignition stance below.
  Living Ignition. You activate a hidden weapon inside of
  yourself. While in this state, you change physically, with your
  eyes becoming a separate color and the raw stuff of creation
  flowing around your arms and back. In this state, your may
  use your Constitution modifier to attack with your unarmed
  strikes, which deal 1d6 + your Constitution modifier
  bludgeoning damage on a hit.
  Whenever you take damage from a source that you can see,
  you can use your reaction to take an additional amount
  damage equal to your Control Dice to make an unarmed
  strike at the source of the damage. 
   
  At level 11, you also gain the following benefit when using a
  Focused Living Ignition Stance.
  Devil Ignition. The raw chaos forms and molds around
  you, while you are using a Focused Living Ignition Stance, you
  have a flying speed of 30 feet and can use two unarmed
  strikes instead of one whenever you attack with them as a
  reaction.
  
  Also at 3rd level, your body becomes more adjusted to the
  frenzied chaos that is within it, and you can use that to create
  powerful bursts of energy. When you gain this feature, you
  gain an additional 3 maximum hit points, and you gain an
  additional maximum hit point for each Fisherman level past
  3rd.
  Whenever you deal damage to an enemy with a melee
  weapon attack, you can choose to sacrifice hit points equal to
  your Control Die to deal an additional amount of damage
  equal to your Constitution modifier. Whenever you reduce a
  creature to 0 hit points with an attack that uses this ability,
  you regain 1 expended hit dice.
  
  At 9th level, you can draw from your own health and convert it
  into Shinsu. As an action on your turn, you may expend a
  number of hit dice no greater than your Proficiency Bonus.
  You then recover a number of expended Control Dice equal to
  half the hit dice expended, rounded down.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  At 15th level, whenever you deal additional damage with your
  Chaotic Combat feature, you also deal an additional amount
  of damage equal to your Shinsu Control dice.
  
  At 18th level, whenever you expend hit dice using your Vital
  Shinsu feature, you can also roll those hit dice and recover hit
  points equal to the amount rolled.
  
  The King of the Tower, Zahard, and the 10 Great Families all
  possess an unparalleled power and can control Shinsu to
  mimic the elements, and some receive that power through
  their bloodline, through training and dangerous tests, or
  through a blessing from the King of the Tower or the 10
  Families themselves. These Fishermen are trained in royal
  forms of fencing and powerful, elemental Shinsu control.
  Those blessed by Zahard himself, almost always females, are
  known as Zahard's Princesses.
  Some King Fishermen use the symbol of Zahard, which is
  three red eyes on a black background, but others will use the
  specific symbols of the Great Family style they chose.
  
  Beginning when you choose this Symbol at 3rd level, you
  learn the Noble Fighting stance below.
  Noble. You begin fighting with the swift style of your family.
  While in this stance, you may take the Dash or Disengage
  actions as a bonus action on your turn.
  Additionally, you can choose for your weapon attacks to deal
  your chosen element from your Elemental Affinity feature,
  instead of their regular form of damage. 
  At level 11, you also gain the following benefit when using a
  Focused Noble Stance.
  Enhanced Shinsu. You cause your Shinsu to take on the
  form of your Element. While you are using a Focused Noble
  Stance, your Shinsu Control Maneuvers and weapon attacks
  ignore resistance to your chosen Elemental Affinity.
  Additionally, whenever you roll for damage with a Shinsu
  Control Maneuver, it deals damage of the same type as your
  Elemental Affinity and you can add your Wisdom modifier to
  the result.
  
  Also at 3rd level, you begin to receive some defenses from
  your family's fighting styles. You gain resistance to one
  damage type of your choice, choosing from acid, cold, fire,
  force, lightning, necrotic, poison, psychic, radiant, or thunder.
  Additionally, you can choose for your weapon attacks to deal
  your chosen element of damage, instead of their regular form
  of damage.
  67
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  
  At 9th level, you can use a bonus action to manifest a refined
  form of your Shinsu. You create a single melee weapon of
  your choice that you are proficient in a free hand, crafted of
  your chosen element from your Elemental Affinity feature.
  Attacks with this weapon use your Wisdom modifier to hit
  instead of your Strength or Dexterity, and they deal your
  Control Dice + your Wisdom modifier damage, and the
  damage type is always the same as your chosen Elemental
  Affinity. Your Quality Manifestation disappears after you let go
  of it or if you drop concentration, as if you were concentrating
  on a spell.
  If you use your action to activate a Shinsu Control
  Maneuver while holding your Quality Manifestation weapon,
  you may use a bonus action to make a single melee attack
  with it against a target within range.
  
  At 15th level, you become immune to the damage type chosen
  by your Elemental Affinity.
  
  At 18th level, whenever you deal damage to a creature with
  your Quality Manifestation weapon, you can choose for them
  make a Constitution saving throw against your Shinsu
  Control save DC or suffer one of the effects below. You can
  only use this ability once per turn.
  They take an additional amount of your elemental affinity
  damage equal to your Control Dice.
  They have disadvantage on the next saving throw they
  would make before the end of their next turn that would
  deal your elemental affinity damage on a failed save.
  They are pushed 15 feet away from you.
  
  Some fishermen hone their skills to a fine point, choosing to
  focus on their chosen weapon above all. Their honed senses
  and swift strikes wear down opponents over time, often taking
  advantage of other warriors' blasting styles of fighting.
  More often than not, Perfection Fishermen will choose to
  use their specific weapon as their symbol, or symbols of a
  mythical creature such as a dragon or deepfish to represent
  their ferocity.
  
  Beginning when you choose this Symbol at 3rd level, you
  learn the Master stance below.
  Mastermind. You begin to slowly take in the battlefield
  around you. While in this stance, whenever a creature you can
  see who had attacked you on their turn ends their turn, you
  may use your reaction to force them to make a Charisma
  (Deception) check against your Shinsu Control save DC. On a
  failure, you gain insight into their defenses, and your
  Specialized Weapon attacks against that creature have a
  bonus to hit equal to your Wisdom modifier plus the number
  of times they attacked you since their last turn. 
   
  At level 11, you also gain the following benefit when using a
  Focused Mastermind Stance.
  Precision Strikes. You focus pure energy into your weapon
  attacks. When you take the Attack action on your turn, you
  may make three weapon attacks instead of two, granted you
  are using your Specialized Weapon for all three attacks.
  Additionally, whenever you attack a creature with a bonus to
  hit from your Mastermind Stance, you can also deal extra
  damage equal to your Wisdom modifier plus the number of
  times they attacked you since their last turn on a hit. You may
  only deal this extra damage once per turn.
  
  Also at 3rd level, you specialize your training to fighting with a
  single melee weapon type that you are proficient in. This
  weapon type ignores environmental penalties in combat, such
  as underwater fighting, and any abilities that would reduce the
  amounts of attacks you can make per turn, such as the Slow
  spell.
  Your specialized weapon is considered magical for the
  purposes of overcoming damage reduction and immunity.
  
  At level 9, whenever you deal a critical hit a creature with your
  Specialized Weapon, you regain 1 expended Control Dice.
  
  At level 15, whenever you force a creature to make a saving
  throw against your Shinsu Control Maneuver and you have
  dealt damage to that creature with your Specialized Weapon
  since the beginning of your last turn, that creature makes the
  saving throw at disadvantage.
  
  At level 18, if take the Attack action and you deal damage with
  all weapon attacks made during it using your Specialized
  Weapon, you may make an extra weapon attack as a bonus
  action.
  
  While you are in a certain stance, you may use any Control
  Maneuver that that Stance can perform. You may use any
  Control Maneuver outside of combat if you know a
  prerequisite Stance.
  If a Control Maneuver has different prerequisites, you must
  fulfill them all before you can use the maneuver. Any level
  prerequisites are your Fisherman level, not your total level.
  
  Stances: Aura, Hunter, Noble 
  Prerequisite: 5th level 
  As an action, you expend at least 2 Control Dice to create to a
  small orb of chaotic black energy in your hand, and then
  release it to a massive, 30 foot radius sphere explosion at a
  point you can see within 60 feet of you. Each creature within
  the sphere must succeed on a Dexterity saving throw or take
  4d8 necrotic damage plus an additional amount of force
  damage equal to the Control Dice expended, or half as much
  damage on a successful save.
  68
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  
  Stances: Steel Guard, Aura, Living Ignition 
  As an action, you expend at least 1 Control Dice cause a small,
  floating orb of dense Shinsu to appear in your space nearby
  you. While the orb is in existence you, creatures have
  disadvantage on attack rolls against you. The orb remains for
  1 minute, until it is reduced to 0 hit points, until you change
  your Stance, or until you stop concentrating on it, as if
  concentrating on a spell.
  A creature can choose to attack the orb to destroy it early. It
  has an armor class of 10 + your Proficiency Bonus, and it has
  hit points equal your Fisherman level plus an additional
  amount equal to the Control Dice expended.
  
  Stances: Fencer, Hunter, Noble, Mastermind 
  As a bonus action on your turn, you can expend at least 1
  Control Dice to infuse a weapon you are holding with spiritual
  Shinsu. The next attack you make before the beginning of
  next turn deals an additional amount of radiant or necrotic
  damage (your choice) equal to the expended Control Dice.
  The Spirit Sword effect then ends.
  
  Stances: Reel 
  When you hit a creature with an attack using a weapon with
  the Reel property, you may expend 1 Control Dice to force
  them to make a Strength saving throw. On a failed save, they
  take an additional amount of weapon damage equal to the
  Control Dice expended and are considered grappled by you as
  the Reel weapon wraps around them.
  You cannot use a Reel weapon that is grappling an enemy in
  this way.
  
  Stances: Hunter, Persistence, Living Ignition 
  As a bonus action, you may expend at least 1 Control Dice to
  gain temporary hit points equal to the Control Die expended
  for 1 hour.
  Additionally, your speed increases by 5 for each Control Die
  spent for 1 minute.
  
  Stances: Aura, Living Ignition, Noble 
  Prerequisite: 11th level 
  As an action, you may expend at least 3 Control Dice to
  manipulate the flow of Shinsu within the body of a creature
  you can see within 30 feet of you. That creature must make a
  Constitution saving throw. On a failure, they take 6d8 force
  damage + an additional amount of force damage equal to the
  Control Dice expended.
  
  Stances: Reactive, Lure, Aura 
  As a bonus action, you may expend at least 1 Control Dice to
  teleport up to 15 feet per Control Dice expended to a point
  you can see.
  
  Stances: Fencer, Balanced, Mastermind 
  Prerequistie: 5th level 
  When you take the Attack action, you may expend at least 2
  Control Dice on a hit empower your strikes, dealing extra
  damage equal to half the Control Dice spent, rounded down,
  for that Attack action only.
  
  Stances: Lure, Aura, Noble 
  As an action, you may expend at least 2 Control Dice to cast
  Scorching Ray, Gust of Wind, Maximilian's Earthen Grasp, or
  Snilloc's Snowball Swarm, using Wisdom as your spellcasting
  ability. For each Control Dice expended past 2, you increase
  the level of the spell by 1, to a maximum of 5th level.
  
  Stances: Reel 
  When you attack a creature with a Reel weapon, you may
  expend at least 1 Control Dice. On a hit, deal the additional
  weapon damage equal to the Control Dice, and the creature
  must succeed on a Dexterity Saving Throw or have their
  speed is reduced by 5 feet per control dice spent until the end
  of your next turn.
  
  Stances: Steel Guard, Reactive, Mastermind 
  When you take a critical hit from an attack that you can see,
  you can expend 1 Control Dice to reduce the attack to a
  regular hit.
  
  Stances: Steel Guard, Lure, Living Ignition 
  As a bonus action on your turn, you can expend at least 1
  Control Dice to create a magical floating shield of light around
  you. This shield grants a +2 bonus to AC, remains until you
  change Stance or until you lose concentration on it, as if
  concentrating on a spell.
  If you take damage while your Light Shield is up, you may
  choose to end it early to reduce the dmaage by an amount
  equal to the Control Dice expended to create it.
  Changelog
  1.0 Class Release!
  69
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  
  A human walks with a small adventuring party, a strange
  device in his hand. He waves the device around, and a light
  pours down from above, every member of the party glowing
  with power. They charge forwards, the human’s light and
  guidance bolstering their attacks as they cut through a horde
  of enemies.
  An elf sits in a high cliff, waiting for his enemy to step into
  his trap. He waves his hand, causing a purple light to pour
  from several sources around him. To his enemy’s dismay, he
  finds himself trapped and unable to move, completely at the
  mercy of the caster.
  A halfling stands at the back of a group, watching the two
  armies fight each other in the light of his magic. He chants
  something, and fire erupts within the blue light, setting dozens
  of enemies in a blaze and turning the tide of battle.
  Light Bearers are logical controllers of prismatic Shinsu.
  They use the Shinsu extended from their own bodies to cast
  magic and control pieces of glowing Floatstone called
  Lighthouses. Excelling in controlling the battlefield, a
  Lighthouse is a versatile and adaptive tool, with several uses
  including trapping the enemy, bolstering your allies, and
  revealing the unknown. Light Bearers are often leaders of
  conventional parties, their range allowed by the Lighthouse so
  that they never have to enter the battle head on. They can
  coordinate with their allies via communication from their
  Lighthouse’s spotlight, a Light Bearer is completely in control
  of any situation in its light. Originally from the inner Tower of
  God, where the practice of Shinsu control originates, Light
  Bearers were regaled as leaders of testing parties.
  
  Light Bearers are masters at using Shinsu to protect and
  support other fighters in combat. Their floatstone lighthouse
  can act as an extension of the caster's own space, and can
  allow them to help others without threat of the Light Bearer
  being harmed.
  Light Bearers cast spells with a logical understanding of
  mystical geometry and similar practices, allowing htem to
  skew space within their lighthouse's spotlight. They also make
  modifications to their lighthouse similar to how the Artificer
  modifies their experimental machines, adjusting how the
  spotlight is used.
  
  You can make a Light Bearer quickly. First, Intelligence
  should be your highest ability score, and Constitution or
  Dexterity should be your second highest. Second, choose the
  Sage or Cloistered Scholar background.
  70
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  The Light Bearer
  Level Proficiency Bonus Features
  Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +2
  Spellcasting, Pocket Inventory
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Floatstone Style, Lighthouse Control
  4
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  Tactician
  4
  4
  2
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  5
  4
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  +3
  Lighthouse Control Improvement
  5
  4
  3
  2
  —
  —
  —
  —
  —
  —
  6th
  +3
  Lighthouse Modifications
  5
  4
  3
  3
  —
  —
  —
  —
  —
  —
  7th
  +3
  Floatstone Feature
  5
  4
  3
  3
  1
  —
  —
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  5
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  Multitasking (2 Lighthouses)
  5
  4
  3
  3
  3
  1
  —
  —
  —
  —
  10th
  +4
  Lighthouse Modifications
  6
  4
  3
  3
  3
  2
  —
  —
  —
  —
  11th
  +4
  Control Room
  6
  4
  3
  3
  3
  3
  1
  —
  —
  —
  12th
  +4
  Ability Score Improvement
  6
  4
  3
  3
  3
  3
  2
  —
  —
  —
  13th
  +5
  Multitasking (3 Lighthouses)
  6
  4
  3
  3
  3
  3
  2
  1
  —
  —
  14th
  +5
  Lighthouse Modifications
  6
  4
  3
  3
  3
  3
  2
  1
  —
  —
  15th
  +5
  Floatstone Feature
  6
  4
  3
  3
  3
  3
  2
  1
  1
  —
  16th
  +5
  Ability Score Improvement
  6
  4
  3
  3
  3
  3
  2
  2
  1
  —
  17th
  +6
  Multitasking (4 Lighthouses)
  6
  4
  3
  3
  3
  3
  2
  2
  1
  1
  18th
  +6
  Lighthouse Modifications
  6
  4
  4
  3
  3
  3
  2
  2
  1
  1
  19th
  +6
  Ability Score Improvement
  6
  4
  4
  3
  3
  3
  2
  2
  1
  1
  20th
  +6
  Opera
  6
  4
  4
  3
  3
  3
  2
  2
  1
  1
   
  
  As a light bearer, you gain the following class features
  
  Hit Dice: 1d6 per light bearer level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier
  
  Armor: Light armor
  Weapons: Daggers, darts, quarterstaffs, clubs, sickles, light
  crossbows, shortswords, and hand crossbows
  Tools: Tinker's tools
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Arcana, Deception, Insight,
  Investigation, or Perception.
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a quarterstaff or (b) any simple weapon
  (a) dungeoneer's pack or (b) an explorer's pack
  Leather armor, a hand crossbow and 20 bolts, and an
  arcane focus.
  Or you can start with 4d4 x 10 gp to buy your starting
  equipment.
  
  Your harsh training has granted you some mystical connection
  to the strands of time. Using games of chance or skill to
  channel the crpytic messages of the time flow, your spells are
  used to assist your allies and prevent conflict or danger, trying
  to choose the best possible future. See chapter 10 for the
  general rules of spellcasting and the end of this class
  description for the seer spell list.
  
  You know four cantrips of your choice from the light bearer
  spell list. You learn additional light bearer cantrips of your
  choice at higher levels, as shown in the Cantrips Known
  column of the Light Bearer table.
  71
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  
  The Light Bearer table shows how many spell slots you have
  to cast your spells of 1st level and higher. To cast one of these
  light bearer spells, you must expend a slot of the spell’s level
  or higher. You regain all expended spell slots when you finish
  a long rest. You prepare the list of light bearer spells that are
  available for you to cast, choosing from the light bearer spell
  list. When you do so, choose a number of light bearer spells
  equal to your Intelligence modifier + your light bearer level
  (minimum of one spell). The spells must be of a level for which
  you have spell slots.
  For example, if you are a 3rd-level light bearer, you have
  four 1st-level and two 2nd-level spell slots. With an
  Intelligence of 16, your list of prepared spells can include six
  spells of 1st or 2nd level, in any combination. If you prepare
  the 1st-level spell cure wounds, you can cast it using a 1st-
  level or 2nd-level slot. Casting the spell doesn’t remove it from
  your list of prepared spells.
  You can also change your list of prepared spells when you
  finish a long rest. Preparing a new list of light bearer spells
  requires time spent readjusting your control over Shinsu and
  studying the world around you: at least 1 minute per spell
  level for each spell on your list.
  
  Intelligence is your spellcasting ability for your light bearer
  spells. Your magic comes from natural cunning and logical
  understanding of Shinsu. You use your Intelligence whenever
  a spell refers to your spellcasting ability. In addition, you use
  your Intelligence modifier when setting the saving throw DC
  for a light bearer spell you cast and when making an attack
  roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  
  You can cast any light bearer spell you know as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  
  You can use an arcane focus or your lighthouse controller as a
  spellcasting focus for your light bearer spells.
  
  At level 1, when you declare your class as a light bearer, you
  gain access to a Pocket Inventory, which allows you to store
  items, but not weapons or armor, in a small, extradimensional
  space that can be opened at will. This inventory can store
  items that are no more than 5 lbs in each slot. You have slots
  equal to your Light Bearer level + your Intelligence modifier.
  Any living object put into a Pocket Inventory is immediately
  shunted out to the nearest, unoccupied space, taking 1d6
  force damage for every 5 ft traveled. You can call and retrieve
  one item from the Pocket Inventory as a bonus action. Any
  magic item takes up two slots, a legendary magic item or an
  artifact takes four slots. A potion generally will take up one
  half of a spot, and you can store an indefinite amount of
  currency or other small items (up to 5 lbs) in one slot.
  You cannot summon this Pocket in another
  Extradimensional space, with the exception of inside your
  lighthouse, or in the Ethereal Plane. You cannot place any
  object that contains an extradimensional space, such as a bag
  of holding or a portable hole inside any Pocket.
  
  At level 2, you craft your first Lighthouse, an arcane object that
  can float and be manipulated in Shinsu, and can emit its own
  magical light. You choose between three forms of Floatstone,
  which alters the function of your Lighthouse, granting special
  features at 2nd level and additional features at levels 7 and 15.
  Additionally, your choice Floatstone grants additional spells
  at certain Light Bearer levels that you always have prepared
  and can cast only on targets or at a point within the spotlight
  of your lighthouse. These Floatstone spells, even if not on they
  are not on the Light Bearer spell list, are nonetheless
  considered Light Bearer spells to you, and they do not count
  against your total Prepared Spells.
  
  Also at level 2, you learn how to control and manipulate your
  newly crafted lighthouse. You also craft a lighthouse
  controller, and can use it to control your own lighthouse while
  you are holding it in one hand. The appearance of this item is
  generally a small rod or remote, but it can look however the
  player chooses, within reason. Your lighthouse controller can
  be used as your Arcane Focus for all your Light Bearer spells.
  While you are holding your lighthouse controller, you may
  use any of these to manipulate your lighthouse:
  Maneuvering the Lighthouse
  The Light Bearer may move their lighthouse up to 30 feet on
  their turn as a free action. If they have multiple lighthouses,
  they may move each independently up to 30 feet. A
  Lighthouse can move in a 60 foot sphere around the Light
  Bearer and remain in contact and active with the Light Bearer.
  A lighthouse is semi-ethereal, and may pass through non-
  magical objects and creatures using twice its regular
  movement speed. If a lighthouse ends its turn or becomes
  inanimate within a physical object, it is immediately shunted
  out into the space in which it entered the object or the nearest
  unoccupied space next to that space and takes 1d6 force
  damage per every 5 feet traveled.
  72
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  If a lighthouse moves 30 feet away from you, it will gently
  floats down to the ground, inanimate until it re-enters within
  30 feet of you. A lighthouse is too light and will never take
  damage from falling. A lighthouse generally floats twenty feet
  in the air, although its area of its spotlight on the ground does
  not change with how close or far it is to the ground.
  Beginning at level 5, you may move your lighthouse up to 60
  feet away from you before it deactivates.
  Repairing the Lighthouse
  Your lighthouse is a physical object and can be damaged and
  broken. It has an AC of 10 + your Intelligence modifier + your
  Constitution modifier. At second level, it has hit points equal to
  4 + your Intelligence modifier. Whenever you gain a Light
  Bearer level, your lighthouse's hit points increase by 2 + your
  Intelligence modifier. If your Intelligence modifier changes, all
  your lighthouse's maximum hit points are adjusted
  accordingly. If a lighthouse reaches 0 hit points, it is broken.
  Your lighthouse is resistant to all non-magical damage and
  immune to psychic and poison damage. It is also immune to
  the blinded, charmed, deafened, frightened, paralyzed,
  petrified, poisoned, prone, stunned, exhaustion, and
  unconscious conditions.
  When a lighthouse is broken, its spotlight is off and it falls
  to the ground. You can spend a full day to create a new
  lighthouse after one has broken, and you can then never
  repair the old one, which becomes non-magical junk.
  Alternatively, if the lighthouse is damaged but not broken, it
  heals 1d4 + your Intelligence modifier hit points whenever you
  complete a short rest. This healing increases by 1d4 at level 3
  (2d4), level 5 (3d4), level 7 (4d4), level 9 (5d4), level 11 (6d4),
  level 13 (7d4), level 15 (8d4), level 17 (9d4), and level 19
  (10d4). If you complete a long rest with any of your damaged
  lighthouses, they all restore any missing hit points.
  It is considered a magical construct for the purposes of
  healing and is immune to transmutation abilities or spells.
  Adjusting the Spotlight
  Your lighthouse's main function is to create a cone of magical,
  bright light conjured by Shinsu. This cone extends for 30 feet
  and its width is determined by the Floatstone Style from
  which it is crafted. A lighthouse's spotlight is always conical
  (creating a circle on a flat surface), regardless the shape of the
  lighthouse itself. As a free action at the beginning of your turn,
  you may choose to point the spotlight in any direction. If the
  spotlight fully hits a flat surface, such as the ground or a wall,
  it adjusts itself to always be of its conical width, even if it is
  very close to the surface. If you do not tell the spotlight where
  to point, it will point down after 1 minute.
  You can turn any number of your lighthouses' spotlights off
  or on as a bonus action. Your lighthouse, even if it is an
  extradimensional space due to a modification or other feature,
  can be stored in your pocket inventory for no slots.
  
  At level 3, you can coordinate and assist your allies's tactical
  maneuvers with your lighthouse. As a bonus action, you can
  choose up to two creatures within your lighthouses spotlights.
  You can telepathically communicate with those creatures so
  long as they remain within your spotlight, and they can
  communicate with each other if you will it. If one of those
  creatures leaves the spotlight, their telepathic link is broken,
  and you must use a bonus action once they are back within
  the spotlight to re-apply it.
  So long as you are holding your lighthouse controller, you
  can see in your mind whatever is happening in your
  lighthouses’ spotlights from the perspective of that lighthouse.
  
  At levels 6, 10, 14, and 18, you tinker and modify your
  Lighthouse to suit your needs better. These features are all
  the extra utilities you can apply to a lighthouse. If you have
  multiple lighthouses, any gained features are applied to all of
  them. When you gain this ability, choose two Modifications
  from the list of lighthouse modifications at the end of the class
  description.
  Some modifications have prerequisites, such as another
  Modification, a specific type of Floatstone, or a certain light
  bearer level. You must fulfill these prerequisites to gain a
  modification. You cannot retake the same Mod twice in one
  level.
  Whenever you gain a light bearer level, you may replace one
  modification for another that you can learn. If this
  modification is a prerequisite to another modification you
  know, you must also replace that modification with another
  you can learn.
  
  At 9th level, you enhance your control of Shinsu and control 1
  more lighthouse. This lighthouse has the same Floatstone
  Style as your other lighthouse(s). Any overlap in spotlights
  does not double any other AoE buffs or debuffs gained from
  mods. You can move all of your lighthouses once per turn, but
  you can only use one action and one bonus action as normal.
  You can move your lighthouses through each other. During
  your rests, you can heal both lighthouses per hour.
  You create more lighthouses as you gain levels. You gain a
  third lighthouse at level 13, and a fourth lighthouse at level 17.
  
  At 11th level, you adjust the inside of your lighthouse to act as
  a portable center of command for your party. As an action, you
  can enter or leave a 10x10x10 meter demiplane inside one
  lighthouse that is within 5 ft of you. You can move your
  lighthouse with the same distance as your move speed in any
  direction while doing so, and you are considered to be in the
  same space as your lighthouse for the purposes of your
  lighthouse controller radius and controlling other lighthouses.
  You can see and talk only through your Tactician feature. You
  cannot cast spells except with the Remote Spellcasting
  modification.
  73
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  If your lighthouse that you are inhabiting takes any damage,
  you must make a Dexterity save equal to half the damage
  sustained or 10, whichever is higher, or be forced out into a
  random, adjacent space within 5 feet of it. Creatures cannot
  enter your lighthouse's demiplane except by means of the
  demiplane spell or similar magic. If your lighthouse is broken
  while you are inside of it, you take 1d6 bludgeoning damage
  plus an addtional 1d6 bludgeoning damage per Light Bearer
  level, and you are ejected from it as with a failed Dexterity
  save.
  A lighthouse with someone inside cannot be put into a
  Pocket Inventory, and although you can call your Pocket
  Inventory inside your Control Room, the demiplane breaks if
  you pull out a stored lighthouse or bring another
  extradimensional space, such as a bag of holding or portable
  hole inside of it. Your lighthouse breaks in that instance and
  you take damage and are ejected as normal.
  
  At level 20, you craft an Opera, the most powerful lighthouse
  controller of all. There are very few in existence, and even
  fewer people with enough power over Shinsu to control them.
  With an Opera, your Spotlight increases its radius by 20 ft
  and can increase the radius at which you can control your
  lighthouse by 50 feet.
  While within your lighthouse controller range, your
  lighthouse gains resistance to all damage and immunity to all
  non-magical damage.
  When you would use an Action to cast a light bearer spell
  on a creature inside your lighthouse's spotlight, you may then
  cast a cantrip as a bonus action. You may cast a cantrip in this
  way a number of times equal to your Intelligence modifier,
  regaining all expended uses after a long rest.
  
  
  The Guide lighthouses are designed to light the way through
  the darkest parts of the Tower. The guide is a bright, circular
  lighthouse that is designed to reveal paths in the surrounding.
  It contains a bright white spotlight that glows a bright white
  and covers a 15 ft radius.
  Floatstone Spells
  You gain new spells from the list below which you can only
  cast to targets inside the spotlight of your lighthouse. These
  spells are always prepared, gaining them at the Light Bearer
  level listed. If the spell is not a Light Bearer spell, it is
  nonetheless considered a Light Bearer spell when you use it.
  Light Bearer Level Spells
  2
  Alarm, Bless
  3
  Locate Object, Wall Sight°
  5
  Tyriok's Carved Cartography°, Sending
  7
  Hallucinatory Terrain, Locate Creature
  9
  Passwall, Legend Lore
  
  Beginning when you choose this Floatstone for your
  Lighthouse at level 2, the bright light grants better vision to
  those inside it.
  Creatures inside your lighthouse's spotlight have darkvision
  out to 60 feet, or out for 30 more feet if they did not already
  have it.
  
  Also at 2nd level, whenever a creature inside your spotlight
  makes a Survival, Perception, or Investigation check, you can
  use your reaction to grant them advantage on the check.
  You may use this ability a number of times equal to 1 + your
  Intelligence modifier. You retain all expended uses after
  completing a long rest.
  
  At level 7, your lighthouse’s spotlight can pierce magical
  darkness and both the lighthouse and its spotlight can pass
  through any magical barriers cast by a spell of a level equal to
  or less than 1/2 your Light Bearer level.
  
  At level 15, you can deflect and reverse those who wish to
  magically divine your location. Whenever a creature attempts
  to cast a divination spell that determines the location of an ally
  within your spotlight, the GM rolls a d6. On a roll of 4 or
  higher, the ability fails and you instead learn the location, the
  spell used, the target of the spell, and the type of creature that
  attempted to divine.
  You cannot use this ability if you are not conscious. You may
  learn the location of a creature using this ability twice,
  regaining all expended uses after completing a long rest.
  
  The Trapper lighthouses are designed to hold your enemies
  while bolstering your allies. The trapper is a pyramidal
  lighthouse that is specialized to use Shinsu control to
  manipulate enemies in its spotlight. The Trapper’s spotlight is
  a deep purple, and has a 10 ft radius.
  Floatstone Spells
  You gain new spells from the list below which you can only
  cast to targets inside the spotlight of your lighthouse. These
  spells are always prepared, gaining them at the Light Bearer
  level listed. If the spell is not a Light Bearer spell, it is
  nonetheless considered a Light Bearer spell when you use it.
  Light Bearer Level Spells
  2
  Entangle, Bane
  3
  Blindness/Deafness, Hold Person
  5
  Bestow Curse, Magic Circle
  7
  Hold Monster, Dominate Beast
  9
  Geas, Dominate Person
  74
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  
  Beginning when you choose this Floatstone Style at 2nd level,
  whenever you restrain, stun, or paralyze an enemy, or
  whenever an enemy fails their save against a spell of 1st level
  or higher that does not inherently deal damage that you cast
  while within your lighthouse's spotlight, you can choose to
  also deal 1d8 + your Intelligence modifier in psychic damage
  to one target.
  You may only gain this additional psychic damage once per
  turn. This damage die increases as you increase in Light
  Bearer level (2d8 at 5th level, 3d8 at 11th level, 4d8 at 17
  level).
  
  Also at 2nd level, whenever a creature within your lighthouse's
  spotlight attempts a saving throw to break free of an effect
  which restrains, paralyzes, or stuns them, you can use your
  reaction to force disadvantage on the roll.
  
  Beginning at 7th level, all ground that your lighthouse touches
  is considered difficult terrain. You can choose for any number
  of creatures to be immune to this effect.
  Additionally, creatures of your choice that you can see in
  your spotlight that you choose to be immune to this effect also
  ignore all other difficult terrain inside the spotlight.
  
  At level 15, your lighthouse becomes able to dissuade and stop
  magical effects. When a creature you can see casts a spell
  within the light of your lighthouse, you can use your reaction
  to cast counterspell at 3rd level without expending a spell slot.
  You may use this ability twice, regaining both uses after
  completing a long rest.
  
  The Wave lighthouses are designed to cast spells with Shinsu
  to destroy enemies who find themselves in your light. The
  wave is a cube lighthouse favored by those who wish to fight
  from the sidelines, designed to deal magic damage on group
  of enemies. It casts a blue light. This spotlight has a radius of
  10 ft.
  You gain new spells from the list below which you can only
  cast to targets inside the spotlight of your lighthouse. These
  spells are always prepared, and you gain new ones at levels 2,
  5, 8, 12, and 16. If the spell is not a Light Bearer spell, it is
  nonetheless considered a Light Bearer spell when you use it.
  Wave Spells
  Light Bearer Level Spells
  2
  Hex, Witch Bolt
  3
  Blink Bolt°, Scorching Ray
  5
  Lightning Bolt, Melf's Minute Meteors
  7
  Fire Shield, Enchant Item°
  9
  Immolation, Conjure Elementals
  
  Beginning when you choose this floatstone for your lighthouse
  at level 2, you tap into some of the unique form of Shinsu
  Control of a Wave Controller. Choose 1 cantrip from the Wave
  Controller spell list. You learn that cantrip and can cast it
  while holding your lighthouse controller, and it is considered a
  light bearer spell for you.
  
  Also at 2nd level, you are able to magically attack creatures at
  all sides who are inside your spotlight. A creature inside your
  spotlight is always considered in range for your spells that
  require a ranged spell attack roll, and your ranged spell
  attacks against a creature inside your spotlight ignore all
  cover.
  
  At level 7, as an Action, you can narrow the spotlight of one of
  your lighthouses on a single creature, which remains that way
  until you use a bonus action to make its spotlight normal
  again. While focused on a single creature, the spotlight only
  illuminates their space , and if they move, they must succeed
  on a Dexterity saving throw or the lighthouse will follow them
  as if tethered by a 30 foot cord, although it can still be
  deactivated if they move it out of your controller range.
  A creature who is focused by your lighthouse is always
  considered to be in range for your light bearer spells, unless
  they have a range of Self. If you have multiple lighthouses, you
  may attach them and detach them to the same or separate
  creatures as part of the same Action or bonus action. If a
  creature has multiple lighthouses attached to them, they must
  make a Dexterity save for each lighthouse to break free of
  each one when they move.
  
  At level 15, whenever you have at least 3 of your lighthouse
  spotlights focused on a single creature, you can choose to gain
  advantage on any spell attack roll against that creature or give
  them disadvantage against any saving throw caused by a spell
  you make.
  You can use this ability twice, regaining all expended uses
  after completing a long rest.
  
  
  You can use an Action to choose up to three creatures within
  the spotlight of your lighthouse. These creatures gain
  Truesight for 10 ft until the end of your next turn, or until they
  leave your Lighthouse's spotlight.
  
  Prerequisite: Trapper Lighthouse 
  If a creature leaves your lighthouse’s spotlight after failing a
  Saving Throw against a light bearer spell you cast of 1st level
  or higher, it glows with purple, dim light out to 10 feet for 1
  minute.
  During this time, you can see the outline of the creature
  through walls and non-magical barriers, and have advantage
  on any Survival checks made to track them down.
  75
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  
  Prerequisite: 11th level 
  While you are inside your Control Room, you may cast spells
  against targets within the spotlight of your lighthouse as if the
  lighthouse was the source of the spell.
  
  All creatures of your choice that you can see within your
  spotlight gain resistance to a certain type of damage, choosing
  from acid, cold, fire, lightning, necrotic, radiant and thunder.
  
  Whenever a creature who is invisible, disguised by illusion
  magic or otherwise not in its true form enters into your
  lighthouse's spotlight, the magic of the lighthouse shows them
  as their true form for as long as they are in it. You can choose
  to suppress this effect if you wish.
  
  Your lighthouse automatically causes any hidden traps or
  doors within its spotlight to glow with a slight outline,
  revealing them instantly.
  
  Prerequisite: 9th level If you have not moved yet on your turn,
  you may forgo your movement action to teleport from one
  space inside the spotlight you can control to another space
  inside a spotlight you control. Both lighthouses must not be
  broken or out of your controller range.
  
  Your mastery of shinsu control extends the range of your
  lighthouse controller by 30 feet. You can take this
  modification twice.
  
  Your lighthouse can freely pass through creatures without
  drawing attacks of opportunity.
  Additionally, the spotlight of your lighthouse makes
  creatures with the Incorporeal Movement feature more
  tangible, removing any slashing, piercing, and bludgeoning
  resistances they might have and barring them from moving
  through physical objects using that feature.
  
  Prerequisite: Ethereal Floatstone Modification 
  While a lighthouse is inside the space of a willing creature, it
  shifts into an ethereal shield that gives them +2 bonus to their
  armor class. When the creature who is benefiting a light
  shield moves, you can choose to move the lighthouse with
  them.
  If you move the lighthouse in this way, you cannot move it
  on your next turn.
  
  As an action, you can mentally manipulate a simple object
  inside of your lighthouse's spotlight such as a lever or a door,
  or to move one item less than 10 lbs in any direction to a point
  within your spotlight. You cannot attack or exert fine motor
  control with this item.
  
  Prerequisite: Wave Floatstone Style 
  Whenever you cast a spell with a harmful area of effect, you
  can designate up to 3 creatures within your spotlight that you
  can see to be unaffected by the spell.
  
  When your lighthouse is broken, it discharges a surge of
  electricity in a cone facing in a direction you choose when it
  breaks. The cone is the same length and width as your
  spotlight's cone.
  Every creature in the cone must succeed on a Dexterity
  saving throw or take 2d4 + your intelligence modifier lightning
  damage, plus 1d4 additional lightning damage per every light
  bearer level past second, rounded up. A creature still takes
  half damage on a successful save.
  
  As a bonus action on your turn, choose a single creature you
  can see within your spotlight. That creature’s weapon attacks
  are considered magical, and they deal an additional 1d4
  radiant damage on a hit. A creature can only add this extra
  radiant damage once per turn.
  
  Through extensive testing, you increase the width of your
  spotlight by 5 ft and increase the length of the cone by 10 feet.
  76
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  
   
  Changelog
  1.0 Class Release! 
  1.1 Added very minor spelling changes, fixed a
  problem where the Statistics and Proficiencies page
  would not show.
  Changed "Lighthouse Feats" to "Lighthouse
  Modifications" to avoid confusion with 5e Feats.
  1.2 Changed Shinsu to Ki, and made Shinsu the
  technique of Ki control. Adjusted the Remote
  Range Mod to include a prerequisite to be skipped
  if you have the Wave Archetype. Adjusted spelling
  errors and partial syntax issues. Adjusted Shinsu
  Interruption gamerule to include Monks, since they
  can control Ki to interrupt Shinsu Control. 
  1.3 Changed all aspects, fixed broken parts of
  modifications, adjusted spell list, gave subclasses
  specific features and added Caraman's Tome of Skill
  Spells to spell list.
  Cantrips (0 Level)
  Light
  True Strike
  Mage Hand
  Blade Ward
  Message
  Fumble°
  Foretell Wound°
  Dancing Lights
  Elusive Arcana°
  Time Bolt°
  Prestidigitation
  Thunderclap
  Control Flames
  Shape Water
  Mold Earth
  Gust
  Distracting Strike°
  1st Level
  Alarm
  Soul Arrow°
  Repair°
  Mental Thorn°
  Way of White Corona°
  Absorb Elements
  Catapult
  Silent Image
  Color Spray
  Identify
  Heroism
  Protection from Evil and
  Good
  Bless
  Comprehend Languages
  Detect Evil/Good
  Detect Magic
  Mage Armor
  Tenser’s Floating Disk
  Shield
  Faerie Fire
  Feather Fall
  Cure Wounds
  Disguise Self
  2nd Level
  Aid
  Misty Step
  Lesser Restoration
  Magic Weapon
  Nystul’s Magic Aura
  Warding Bond
  Pyrotechnics
  Wall Sight°
  Crystal Hail
  Blur
  Darkvision
  Detect Thoughts
  Enhance Ability
  Find Traps
  Hold Person
  Invisibility
  Moonbeam
  Levitate
  See Invisibility
  Spiritual Weapon
  Silence
  Zone of Truth
  3rd Level
  Magic Circle
  Sending
  Protection from Energy
  Spacial Rend°
  Animate Construct°
  Blink
  Clairvoyance
  Counterspell
  Daylight
  Dispel Magic
  Fly
  Slow
  Nondetection
  Haste
  4th Level
  Arcane Eye
  Banishment
  Confusion
  Dimension Door
  Freedom of Movement
  Otiluke’s Resilient Sphere
  Divination
  Compulsion
  Greater Invisibility
  Leomund’s Secret Chest
  Swift Attunement°
  5th Level
  Dawn
  Far Step
  Mass Cure Wounds
  Wall of Light
  Hijack Spike°
  Dismantle°
  Antilife Shell
  Bigby’s Hand
  Dispel Evil/Good
  Hold Monster
  Wall of Force
  Teleportation Circle
  Mislead
  Scrying
  Seeming
  Telekinesis
  6th Level
  Scatter
  Mental Prison
  Heal
  Arcane Gate
  Word of Recall
  Globe of Invulnerability
  Contingency
  Drawmij’s Instant Summons
  Find the Path
  Sunbeam
  True Seeing
  Guards and Wards
  Forbiddence
  7th Level
  Etherealness
  Forcecage
  Mirage Arcane
  Mordenkainnen’s Sword
  Reverse Gravity
  Project Image
  Sequester
  8th Level
  Antimagic Field
  Demiplane
  Maze
  Sunburst
  Feeblemind
  Telepathy
  9th Level
  Astral Projection
  Gate
  Imprisonment
  Prismatic Wall
  77
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  A human dashed into combat at breakneck speeds, a sonic
  boom thundering behind him as he slams a black needle into
  the hag’s side, transferring his momentum into striking power.
  A halfling man sneaks through the darkness, squinting at
  the group of orcs. Calling on a their hovering observer, they
  float it over past them, realizing that the marching horde is
  more powerful than they first thought.
  A goliath woman in light armor dashed towards the
  hobgoblin mage, slashing upwards and cutting their
  enchantment off of their armor, then speaking a word of
  power and transferring the buff to her ally, to the goblinoid’s
  dismay.
  Masters of stealth and speed, Scouts channel the flow of
  Shinsu around them to cause sonic slipstreams that they can
  move swiftly through. Using a combination of technological
  prowess with their Observer drones and their inherent skill
  with thieves tools. In this way, Scouts act as the midpoint of all
  Tower parties, assisting the Fisherman in the frontlines, but
  then dashing backwards to assist the Light Bearer in the back
  when they get in danger. As such, as a jack of all trades,
  Scouts are the most varied and adaptable of all the Shinsu
  controllers.
  
  Scouts manipulate Shinsu in an indirect way to cause a
  powerful technique called a Sonic Dash. By making the
  Shinsu ahead of them less dense while increasing the density
  of Shinsu behind them, Scouts propel themselves forwards in
  an incredibly fast speed, potentially causing a sonic boom if
  they hit s creature with their weapon afterwards. As such,
  Scouts are best when they have an open place to Dash about
  in, where they can use their Sonic Dash to its full extent.
  Scouts are also highly skilled individuals who disable traps
  and other dangers ahead of the party vectors the stumbling
  Fishermen or Wave Controllers set them off. Using their
  Observers and other specialized skills, they help the party
  progress through the layers of the Tower and help them be
  prepared for later conflicts.
  
  Scouts are the most common class selected in the Tower, and
  are among the few that can fight independently on the Tower.
  These fighters chosen based on their reaction speed and
  ability to switch up their strategy in combat, and often are
  individually personalities who dislike standing still.
  Scouts and their impatient movement often clashes with
  the patient and logical strategies of the Light Bearer, granting
  a bit of inherent rivalry between the two.
  
  When creating your Scout, think of their personality and their
  relationship to the rest of the party. Do they dislike being with
  one group for long, or do they loyally fight with a dedicated
  group of adventurers? Are they naturally able to control
  Shinsu slipstreams or was that talent trained over years of
  rigorous training?
  
  You can make a scout quickly by following these suggestions.
  First, make Dexterity your highest ability score, followed by
  your Wisdom or Constitution. Second, choose the Urchin or
  Urban Bounty Hunter background.
  78
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  The Scout
  Level
  Proficiency
  Bonus
  Features
  Maximum
  Sonic Dash
  Damage
  Scout's
  Movement
  1st
  +2
  Sonic Dash,
  Pocket
  Observer,
  Expertise
  1d8 (15 ft)
  –
  2nd
  +2
  Scout’s
  Movement
  1d8 (15 ft)
  +15 ft
  3rd
  +2
  Mentor
  2d8 (20 ft)
  +15 ft
  4th
  +2
  Ability Score
  Improvement
  2d8 (20 ft)
  +15 ft
  5th
  +3
  Defensive
  Speed
  3d8 (25 ft)
  +25 ft
  6th
  +3
  Expertise
  3d8 (25 ft)
  +25 ft
  7th
  +3
  Prepared
  Evasion
  4d8 (30 ft)
  +25 ft
  8th
  +3
  Ability Score
  Improvement
  4d8 (30 ft)
  +25 ft
  9th
  +2
  Mentor Feature 5d8 (35 ft)
  +25 ft
  10th
  +2
  Ability Score
  Improvement
  5d8 (35 ft)
  +25 ft
  11th
  +2
  Skilled
  Foresight
  6d8 (40 ft)
  +35 ft
  12th
  +2
  Ability Score
  Improvement
  6d8 (40 ft)
  +35 ft
  13th
  +2
  Mentor Feature 7d8 (45 ft)
  +35 ft
  14th
  +2
  Step of the Air
  7d8 (45 ft)
  +35 ft
  15th
  +2
  Skilled
  Foresight
  Improvement
  8d8 (50 ft)
  +35 ft
  16th
  +2
  Ability Score
  Improvement
  8d8 (50 ft)
  +45 ft
  17th
  +2
  Mentor Feature 9d8 (55 ft)
  +45 ft
  18th
  +2
  Step of the
  Stars
  9d8 (55 ft)
  +45 ft
  19th
  +2
  Ability Score
  Improvement
  10d8 (60
  ft)
  +45 ft
  20th
  +2
  Adrenaline
  Pulse
  10d8 (60
  ft)
  +45 ft
  
  As a Scout, you gain the following class features.
  
  Hit Dice: 1d8 per scout level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per scout level after 1st
  
  Armor: Light armor
  Weapons: Simple weapons, shortswords, needles, hand
  crossbows, rapiers
  Tools: Thieves' tools
  Saving Throws: Dexterity, Intelligence
  Skills: Choose any 3 skills
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a needle or (b) a rapier
  (a) a hand crossbow and 20 bolts or (b) a shortsword
  (a) a dungeoneer's pack or (b) a burglar's pack
  (a) Leather armor, a dagger, and thieves' tools.
  
  Your training as a scout has allowed you to convert your
  movement into thunderous damage. When you move at least
  15 feet towards an enemy on your turn, your next melee
  weapon attack on that turn is empowered with thunderous
  energy. This attack deals an additional 1d8 thunder damage
  on a hit. You may only deal this damage once per turn. You do
  not gain this benefit if you are not using a weapon you are
  proficient in or if you moved across difficult terrain.
  When you deal any thunder damage with this attack, you
  may choose for it to resound loudly for 300 feet, but may
  magically suppress the thundering effect if you so choose.
  At higher levels, this attack deals more thunder damage, but
  requires more direct movement towards the target, as shown
  on the Maximum Sonic Dash Damage column on the Scout
  table. To gain each successive damage increment, you must
  move 5 feet past 15. For example, at third level, you may either
  move 20 feet towards an enemy to deal an additional 1d8
  thunder damage, or you may move 25 feet towards an enemy
  to deal 2d8 thunder damage.
  
  When you declare your class as a Scout, the Tower grants you
  access to a special pocket called an Observer. Unlike other
  pockets, Observers do not store items, but rather they allow
  the Scout to inspect an area ahead and gather visual data
  before rushing in. As a bonus action, a Scout can summon or
  dismiss their observer, which is a small sphere that blends in
  with the background and can fly at a speed of 30 feet.
  The Scout can move their Observer as a bonus action, and
  it uses the Scout’s bonus for any ability check it might make.
  As an Action, a Scout can look through an Observer’s eyes and
  see out for 30 feet as if they were in the Observer’s space,
  after which it becomes too blurry to see anything.
  79
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  The Observer has an Armor Class of 10 + your Proficiency
  Bonus and it has hit points equal to your Scout level. If it is
  reduced to 0 hit points, if you move more than 300 feet away
  from it while it is summoned, or if you die, the Observer is
  destroyed. An observer reforms and fully healed after
  completing a long rest. An observer cannot be called on the
  Ethereal plane or within an extra-dimensional space, such as
  a bag of holding or a portable hole.
  As you gain movement speed from your Scout’s Movement
  ability, your Observer’s flying speed also increases by that
  amount.
  
  You may choose two skill proficiencies you have. You double
  your Proficiency Bonus whenever you use a check that uses
  these skills.
  At 6th level, you may choose an additional two skill
  proficiencies to benefit from expertise.
  
  At 2nd level, you may move much swifter to accommodate
  your sonic power. While you are not in difficult terrain, not
  wearing medium or heavy armor, grappled, or otherwise
  significantly impeded (such as having to use extra movement
  per foot of movement speed while climbing, prone, or
  swimming), your movement speed increases by 15 feet.
  At higher levels, this movement increase improves. At 5th
  level, it increases to 25 feet, at 11th level, it increases to 35
  feet, and at 16th level, it increases to 45 feet.
  
  At 3rd level, you begin to practice some specific techniques of
  a way of scouting, called your Scout Mentor. Choose one
  Mentor of your choice from: the Acrobat, the Skulker, and the
  Saboteur. Your choice grants you features at 3rd level and
  again at 9th, 13th, and 17th level.
  
  When you reach 4th level, and again at 8th, 10th, 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.
  
  Beginning at 5th level, you can begin to deflect attacks that
  target you. When you are targeted by an attack from a
  creature you can see, you may use your reaction to impose
  disadvantage on the attack. If they miss their attack, you may
  use your reaction to move up to half your movement speed
  away from them in a direct line. This movement does not
  provoke attacks of opportunity.
  You may not use this ability while grappled, while you are in
  difficult terrain, or against a creature with the Sentinel feat.
  
  At 7th level, you may focus Ki to prepare yourself to dodge a
  specific form of danger. When you complete a short or long
  rest, you may choose a single Saving Throw. You gain
  proficiency in this Saving Throw if you did not already have it,
  and when you fail this Saving Throw, you may use your
  reaction to double your proficiency bonus for it for that roll
  only, potentially changing the results.
  Once you double your proficiency with this ability once, you
  must wait until you complete a short rest before you can do so
  again.
  
  At 11th level, you may begin to focus on Shinsu to change the
  future results of your actions. Whenever you complete a long
  rest, you may roll three d20s and record them. Whenever you
  fail an ability check that you are proficient in, you may choose
  to use one of the d20s to have the score be either grant
  advantage to the roll or change the natural roll to the number
  rolled on the d20.
  You may reroll these d20s and thus regain this ability’s
  expended uses after completing a long rest.
  
  At level 14, whenever you move in a straight line on your turn,
  you may choose to fly. You stop flying and fall if you change
  direction while in the air, if you stop, or if you take damage
  while moving.
  
  At 18th level, whenever you begin to move, you may choose to
  use a bonus action to become partially ethereal, with a starry
  sheen around you. You have resistance to all damage while
  this sheen exists around you, which ends at the end of your
  next turn. You may move through non-magical difficult terrain,
  liquids, and other creatures with no difficulty, and you do not
  draw attacks of opportunity from other creatures while in this
  state.
  You may use this ability twice, regaining both uses when
  you complete a long rest.
  
  Beginning at level 20, whenever you roll initiative for the first
  time in a combat, your movement speed is doubled for that
  turn only, and you have advantage on all attack rolls made
  during that turn.
  80
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  
  Every Scout is paired with another for training and safety, as
  going ahead of the floor parties and out of the Lighthouse’s
  protection can be dangerous alone. These pairings, known as
  Mentor pairs, often decide the style of Scout they take on,
  even if they later become separated. Eventually, these different
  styles became distinct schools of combat, and even those
  Scouts who never had Mentor pairs can hearken back to these
  basic archetypes.
  
  The archetypal Acrobat fights face to face with the fishermen,
  spear bearers and even wave controllers. While not as strong
  as their counterparts, they make up for it with distinct
  acrobatic maneuvers that grant them and their allies an edge
  in combat.
  
  When you choose this Mentor archetype at level 3, you
  become very adept at acrobatic endeavors. Whenever you
  make an Acrobatics check, you may treat any roll on the dice
  that is 7 or lower as an 8.
  
  Additionally at level 3, you can flip around your foe to strike at
  their weak spot. When you move at least 15 feet straight
  towards an enemy and make an attack that would deal Sonic
  Dash damage on a hit, you may use your bonus action to try to
  leap around your foe and strike at an exposed spot.
  Your foe must succeed on a Wisdom (Perception) check
  against your Dexterity (Acrobatics) check, or you gain
  advantage on the next attack you make against it. Regardless
  of whether you succeeded in this ability or not, you may
  choose to land in any adjacent space to the creature when you
  end your attack.
  
  Beginning at level 9, you have become adept at mentally
  communicating your acrobatic prowess to your allies. When a
  creature within 30 feet of you who you can see and who is not
  shielded from telepathic communication fails an Acrobatics
  check or a Dexterity saving throw, you may use your reaction
  to cause them to roll again and take either roll.
  
  Beginning at level 13, you may cause distractions to help your
  allies strike s creature you attack. When you successfully use
  your Acrobatic Combat on a creature, the first attack to target
  the same creature before the beginning of your next turn also
  gains advantage. You do not need to hit with your first attack
  to grant advantage to the second attack.
  
  These Scouts are at home in the darkness and shadows of the
  unlit floors, striking quickly and silently at those who stray to
  far from their Lighthouse. They use a combination of shadow
  magic and swift movements to ensure their victory.
  
  Beginning when you choose this Mentor archetype at level 3,
  you can step through shadows with inhuman swiftness. While
  in dim light or darkness, you may take a bonus action to either
  use the Hide, Dash actions, or to make either one Perception
  (Wisdom) or Investigation (Intelligence) check.
  
  Also at level 3, you gain darkvision out to 60 feet, or 30 more
  feet if you already had it.
  When you sneak in a straight line towards an enemy, you
  can move your regular movement speed. If you use your Sonic
  Dash against a surprised enemy, you may reroll a number
  damage dice equal to your Dexterity modifier and use either
  total. If the enemy is in darkness and you have advantage on
  the attack, the enemy does not need to be surprised.
  
  At level 9, you can telepathically communicate to any creature
  you can see within darkness. You may also send images,
  emotions, and sound through this communication that only
  that creature can see as a bonus action, which fade at the end
  of your turn.
  
  At level 13, while in darkness, you may spend any number of
  movement to teleport to an equal number of feet, granted the
  other location you can see is also in darkness. You may only
  teleport in this way once per turn, and you still incur attacks of
  opportunity from it.
  
  This small sect of Scouts are focused on slaying support units
  on the battlefield, particularly Light Bearers, developing
  special skills to foil beneficial spells and even redirect them
  towards their own allies.
  
  When you choose this Mentor archetype at 3rd level, you
  begin to learn how to interrupt spellcasting abilities.
  Whenever a creature you can see casts a spell, you may use
  your reaction to mark them. Until the end of your next turn,
  you deal your maximum Sonic Dash to them whenever you
  deal Sonic Dash damage to them.
  
  Additionally at level 3, when you deal damage to a creature,
  you may use a bonus action to set aside any number of
  damage dice to leave a lingering mark in their body. Until the
  beginning of your next turn, whenever that creature tries to
  cast any spell, the mark bursts out and deals Force damage
  equal to the die rolled. The creature then must succeed on a
  Concentration check against that damage. On a failure,
  regardless of whether the spell was concentration or not, they
  lose the spell slot and the spell fails.
  You may use this ability a number of times equal to your
  Intelligence modifier, regaining all expended uses after
  completing a short or long rest.
  81
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  
  Beginning at 9th level, whenever you see a creature cast a
  beneficial spell on one of their allies within 60 feet of you, you
  may use your reaction to make a contested Intelligence
  (Arcana) roll against their Intelligence (Arcana) roll. If you
  succeed, you may move the spell to one of your own allies
  within 60 feet of yourself. If the spell requires concentration,
  you must concentrate on it as if you had cast the spell.
  
  Beginning at 13th level, you can choose to create a powerful
  break in any magical character’s casting capabilities. If a
  creature breaks their Concentration to damage you have
  caused, they cannot cast spells of the same type as they just
  lost Concentration on, apart from cantrips, until the end of
  their next turn.
  Changelog
  1.0 Class Release!
  82
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  
  A tall lizardfolk raises a bone javelin, focusing on the giant far
  ahead of him. Twisting, chaotic Shinsu wraps around his
  weapon as he launches it further than javelin should travel,
  exploding in dark energy when it hits. To the giant’s confusion,
  the lizardfolk appears on its leg, clutching the spear and ready
  to stab out again.
  A woman narrowly dodges the Gnoll’s arrow as she knocks
  her own back into her longbow and fires it at the wall beside
  the war band. A golden portal opens up and thousands of
  Ethereal Spears explode from it, skewering a half dozen
  gnolls.
  A stout halfling holds up his jagged lance as he charges
  towards the bandit camp, the armored wolf who serves as his
  mount growling as they leap towards the terrified
  highwaymen.
  Masters of chaotic Shinsu and thrown weapons, Spear
  Bearers fulfill dozens of roles in Tower combat. Able to launch
  their spears with staggering power, these stalwart warriors
  can infuse their spears with spells and Infusion magic to
  produce variable effects.
  
  The spear bearer manipulates an inherent form of Shinsu
  called Infusion, which can manifest in many ways around
  their tribe weapons and spells. Their magic is a primal and
  natural thing, with some even relating to elder guardians and
  elementals. As such, they can twist their spells and Infusion
  and create chaotic effects.
  Their training also results in a martial prowess that makes
  spear beaters frontline combatants as well as long ranged
  hunters. As such, the balance of martial and magical skill
  makes spear bearers invaluable members of each Tower party.
  
  Spear bearers are chaotic more often than not, with some
  relation to sorcerous creatures, as they have a similar form of
  chaotic magic inside them. They often jive at lawful
  commands, and lack the discipline of the Fisherman or Light
  Bearer. However, they are the most naturally capable Shinsu
  wielders apart from the Wave Controllers, and often make
  steadfast allies with them.
  Spear bearers are loyal to a fault, finding value in teamwork
  and using their skills to protect their friends. More than any,
  the act as a defensive class in a Tower party, protecting the
  fragile Light Bearer or Wave Controllers. Though they can be
  stubborn or unpredictable, spear bearers are stalwart allies
  and friends.
  
  When creating a spear bearer, you must think of your
  connection to nature and primal Shinsu. Are you descended
  from an elder guardian or elemental? Or perhaps are you a
  traditional spear Hunter from the fringes of society, who
  learned that they could use this internal reserve of power to
  take down large prey.
  83
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  The Spear Bearer
  Level
  Proficiency
  Bonus
  Features
  Spells
  Known
  1st 2nd 3rd 4th 5th
  Infusion
  Points
  Infusions
  Known
  1st
  +2
  Pocket Quiver, Powerful Throw
  —
  — — — — —
  –
  –
  2nd
  +2
  Fighting Style, Spellcasting, Launch
  Infusion
  2
  2
  — — — —
  1
  2
  3rd
  +2
  Spear Bearer Archetype
  3
  3
  — — — —
  1
  2
  4th
  +2
  Ability Score Improvement
  3
  3
  — — — —
  2
  2
  5th
  +3
  Extra Attack, Quiver Improvement
  4
  4
  2
  — — —
  2
  2
  6th
  +3
  Malleable Shinsu
  4
  4
  2
  — — —
  3
  3
  7th
  +3
  Archetype Feature
  5
  4
  3
  — — —
  3
  3
  8th
  +3
  Ability Score Improvement
  5
  4
  3
  — — —
  4
  3
  9th
  +4
  Soul Tether
  6
  4
  3
  2
  — —
  4
  3
  10th
  +4
  Archetype Feature
  6
  4
  3
  2
  — —
  5
  3
  11th
  +4
  Malleable Vision
  7
  4
  3
  3
  — —
  5
  4
  12th
  +4
  Ability Score Improvement
  7
  4
  3
  3
  — —
  6
  4
  13th
  +5
  –––
  8
  4
  3
  3
  1
  —
  6
  4
  14th
  +5
  Powerful Throw Improvement
  8
  4
  3
  3
  1
  —
  7
  4
  15th
  +5
  Archetype Feature
  9
  4
  3
  3
  2
  —
  7
  4
  16th
  +5
  Ability Score Improvement
  9
  4
  3
  3
  2
  —
  8
  4
  17th
  +6
  –––
  10
  4
  3
  3
  3
  1
  8
  4
  18th
  +6
  Planar Tether
  10
  4
  3
  3
  3
  1
  9
  5
  19th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  3
  2
  9
  5
  20th
  +6
  Archetype Feature
  11
  4
  3
  3
  3
  2
  10
  5
  
  You can make a Spear Bearer quickly by following these
  suggestions. First, Strength should be your highest ability
  score, followed by your Wisdom modifier. Next, choose the
  Soldier or Outlander background.
  
  As a Spear Bearer, you gain these following features.
  
  Hit Points: 1d10 per Spear Bearer level  
  Hit Points at 1st level: 10 + your Constitution modifier  
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per Ranger level after 1st
  
  Armor: Light armor, medium armor, shields  
  Weapons: Simple weapons, halberds, pikes, and tridents.  
  Tools: None  
   
  Saving Throws: Strength, Wisdom
  Skills: Choose three from Athletics, Acrobatics, Insight,
  Investigation, Nature, Perception, Stealth, and Survival.
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scale mail or (b) leather armor
  (a) a spear and shield or (b) a pike
  (a) an explorer's pack or (b) a dungeoneer's pack
  10 javelins.
  
  By reinforcing your attacks with Shinsu Control and general
  increased strength, you can launch a thrown weapon at over
  much further range. Any time you attack with a Thrown
  Weapon, your first range increment is increased by 5 feet x
  your Spear Bearer level, and your second range increment is
  increased by 10 feet x your Spear Bearer level.
  Additionally, when you throw a weapon at an enemy who is
  within your first range increment and who has one of your
  allies within 5 feet of them, you gain advantage on your attack
  roll.
  84
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  Beginning at 14th level, you no longer have disadvantage
  within your second range increment if the target your attack
  has one of your allies within 5 feet of them, and you always
  gain advantage whenever your target is within your first
  increment.
  
  When you are determined a Spear Bearer, the floor
  administrator grants you a special Pocket Quiver, which you
  can use to store ammunition and polearms or other thrown
  weapons. There are as many slots in your Armory as equals
  your Wisdom modifier + half your Spear Bearer level
  (rounded down). Each slot is a cylindrical tube that can hold
  either a single polearm that is no longer than 10 feet long, up
  to three javelins, or 20 pieces of ammunition. Each slot holds
  a maximum weight of 10 lbs.
  You can summon your Armory as a bonus action on your
  turn, and draw a single slot's worth of items during that bonus
  action. Dismissing your armory is a free action. You can
  summon your armory in any plane except the Ethereal or
  Border Ethereal plane.
  Beginning at level 5, any weapon drawn from the Armory is
  considered magical for the purposes of overcoming damage
  reduction or immunity. This property is lost as soon as 1
  minute passes or once it hits an enemy, becoming mundane
  once again.
  
  At 2nd level, you adopt a style of fighting as your specialty.
  Choose one of the following options. You can’t take a Fighting
  Style option more than once, even if you later get to choose
  again.
  
  While you are wearing armor, you gain a +1 bonus to AC.
  
  You gain a +2 bonus to attack rolls you make with ranged or
  thrown weapons.
  
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a shield.
  
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  
  By the time you reach 2nd level, you have learned to use the
  inherent power of Shinsu around you to manipulate spell-like
  effects. See chapter 10 for the general rules of spellcasting
  and the end of this document for the Spear Bearer spell list.
  
  The Spear Bearer table shows how many spell slots you have
  to cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  For example, if you know the 1st-level spell animal
  friendship and have a 1st-level and a 2nd-level spell slot
  available, you can cast animal friendship using either slot.
  
  You know two 1st-level spells of your choice from the Spear
  Bearer spell list.
  The Spells Known column of the Spear Bearer table shows
  when you learn more Spear Bearer spells of your choice.
  Each of these spells must be of a level for which you have spell
  slots. For instance, when you reach 5th level in this class, you
  can learn one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the Spear Bearer spells you know and replace it
  with another spell from the Spera Bearer spell list, which also
  must be of a level for which you have spell slots.
  
  Wisdom is your spellcasting ability for your Spear Bearer
  spells, since your magic draws on your attunement to Shinsu
  and natural power. You use your Wisdom whenever a spell
  refers to your spellcasting ability. In addition, you use your
  Wisdom modifier when setting the saving throw DC for a
  Spear Bearer spell you cast and when making an attack roll
  with one.
  Spell save DC = 8 + your proficiency bonus +
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus +
  your Wisdom modifier
  
  Beginning at 2nd level, you gain a pool of Infusion Points
  which you can use to infuse your thrown weapon attacks with
  Shinsu once per turn, increasing their power or providing
  extra effects to your attack. You have a number of Infusion
  points equal to half your level, rounded down, as shown on the
  Infusion Points column of the Spear Bearer table. You regain
  all expended uses after completing a long rest.
  You learn two infusions of your choice when you gain this
  feature, and one more at both level 11 and 18. You cannot use
  two infusions in a single turn unless it specifically says so in
  the infusion description. You must declare your infusion
  attack before you make the attack roll, and the usage is still
  spent even if your attack misses. All infusions are listed at the
  end of the class description. Whenever you gain a level in this
  class, you may replace one Launch Infusion you know with
  another that you can use.
  
  At 3rd level, you choose your archetypal combat style to
  follow: Lance, Sniper, or Phalanx, all detailed at the end of the
  class description. Your choice grants you extra features at
  levels 7, 10, 15, and 20.
  85
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  
  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.
  
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At level 6, you can change the form of Shinsu from your
  infused Shinsu to your magical spellpower. As a bonus action,
  you may expend a spear bearer spell slot to recover expended
  Infusion Points equal to the level of the expended slot.
  Alternatively, you can expend Infusion Points to recover
  expended spear bearer spell slots, as shown on the Creating
  Spell Slots table below. You cannot create a spell slot of level
  4 or higher in this way. You cannot create a spell slot of a
  higher level than you can cast in this way.
  Creating Spell Slots
  Spell Slot Level
  Infusion Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  
  At level 9, you can use a bonus action create an invisible tether
  that attaches a single thrown weapon of your choice to you.
  When you make an attack with this weapon, it flies back to
  your free hand at the end of your turn, granted you are still
  conscious. IF you attach your soul tether to a new weapon,
  any previous tether disappears.
  Additionally, whenever you kill a creature with a weapon
  that is attached to your soul tether, you siphon some of its
  natural Shinsu and regain 1 expended Infusion Point.
  
  At level 11, you can use a bonus action and expend a certain
  amount of Infusion Points to imbue your vision with certain
  special functions for the next minute, as determined below. No
  matter how many Infusion Points you use, you also gain
  advantage on Wisdom (Perception) and Intelligence
  (Investigation) checks that rely on sight for the next minute.
  Visual Adjustment
  Points
  Used
  Visual Adjustment
  1
  You gain darkvision out to 60 feet, or an additional
  30 feet of darkvision if you already had it.
  2
  You gain darkvision out to 120 feet, or an additional
  60 feet of darkvision if you already had it.
  3
  You gain truesight out to 30 feet, or an additional 15
  feet of truesight if you already had it.
  4
  You gain truesight out to 60 feet, or an additional 30
  feet of truesight if you already had it. Also, while you
  have Truesight in this way, you can use an Action to see
  through any invisible sensor you can see, such as one
  caused by the scrying spell, to see the caster on the
  other side and their immediate surroundings.
  
  At level 18, whenever a creature within your first range
  increment teleports or moves through a portal to another
  plane, you may use your reaction to make a single attack with
  a thrown weapon with your Soul Tether attached to it.
  On a hit, you can expend 4 infusion points to attempt to
  wedge open the rift in space or time with your tether. When
  you do so, you cast the gate spell without expending a spell
  slot or using any material components on the place where the
  creature teleported which connects to the place where the
  creature teleported. You cannot name a creature to summon
  them when you cast gate in this way.
  Once you use this feature, you cannot use it again until you
  complete a long rest.
  
  Being a Spear Bearer means having the means to assist and
  protect your allies in the tower, each style falling under three
  broad categories- the Lance, the Sniper, or the Phalanx.
  
  Those of the lance are known to be wise and stalwart
  individuals, taken to the ideals of mounted combat and
  companionship. Using a combination of natural strength to
  manipulate the animals around them, and martial knowledge
  and training, Lance Bearers continue to be a feared by even
  the most powerful of Regulars.
  
  At 3rd level, you gain proficiency in nets, lances, whips, and
  glaives.
  
  At 3rd level, choose a beast with a CR of 1/2 or lower. This
  beast should be large enough to serve as a mount, or, if it is
  not, is magically grown to a size where it can.
  While you are on a mount, you can still summon your
  Quiver and cast spells as usual. Your mount's speed is always
  at least 30 feet while you are mounted, regardless of its
  original speed or any other penalties. Moving with your mount
  is a free action, but causing it to use the Dash, Hide,
  Disengage, or Help actions are all actions on your turn. Your
  mount progresses in hit points along with you, gaining 1d6 (or
  4) + its Constitution modifier hit points for each of your Spear
  Bearer levels. If its usual hit dice are larger than a d6, or it
  uses that instead. You can purchase barding armor for your
  mount even if it is not a Warhorse. Whenever you gain an
  Ability Score Improvement feature, you may also increase one
  of your mount's ability scores by 2 or two ability scores by 1.
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  If your mount dies, you can conjure the same one back into
  this world by spending 8 hours in a magical ritual.
  
  At 3rd level, while you are mounted on your Lancer's Mount,
  you ignore Somatic requirements for spear bearer spells you
  cast.
  
  At 7th level, while you are mounted, you may use a bonus
  action for your mount to Dash, Disengage, or Hide.
  Additionally, any attacks of opportunity made against your
  mount while you are mounted are at disadvantage.
  
  At 10th level, you can cause your Mount to trample enemies in
  front of it. After moving in a straight line for at least 20 feet
  towards a target, you may use a bonus action to cause your
  mount to make a melee attack with your mount's Strength +
  your proficiency. This attack deals 2d6 + your mount's
  Strength damage on a hit, and any enemy hit must make a
  Dexterity saving throw versus your Spell Save DC or be
  knocked prone. Enemies knocked prone by this effect cannot
  take attacks of opportunity against you this turn.
  After using this ability, you must complete a short or long
  rest before you can use it again.
  
  At 15th level, you are no longer impeded by difficult terrain
  while mounted.
  Additionally, when your mount makes a running long jump,
  the distance is increased by a number of feet equal to your
  Spear Bearer level.
  
  At 20th level, you can use an action to bolster your Mount and
  yourself. Tapping into a magical source of pure, natural
  Shinsu between both of you, your own and your mount's form
  change for 1 minute to a shining golden color.
  While you are transformed, you and your mount gains the
  following benefits:
  You and your mount have double movement speed.
  Whenever you make an Attack action against an enemy,
  you can use a Trample attack as a bonus action.
  Any Beasts within 60 feet of you must make a Wisdom
  saving throw versus your spell save DC or become
  charmed by you until your transformation ends.
  Once you use this feature, you must take a long rest before
  you can use it again.
  
  Those who take the path of the Sniper are known for their
  eagle-like eyesight, and true aim. They can launch attacks
  from far away at incredible accuracy, assisting thier allies
  before they can even be seen by the enemies.
  
  At 3rd level, you gain proficiency in shortbows, longbows, light
  crossbows, heavy crossbows, and hand crossbows.
  
  At 3rd level, you may use any of your Launch Infusions with
  your ranged weapon attacks that you make with a ranged
  weapon that you are are proficient with.
  Additionally, when you make an attack with a ranged
  weapon that you are proficient against an enemy who is
  within your first range increment and who has one of your
  allies within 5 feet of them, you gain advantage on your attack
  roll.
  Beginning at 14th level, you no longer have disadvantage
  within your second range increment if the target of your attack
  has one of your allies within 5 feet of them, and you always
  gain advantage whenever your target is within your first
  increment.
  
  At 3rd level, you can use an action to mark a target you can
  see for your next attack. That target must succeed on an
  Intelligence saving throw or betray their movements and
  defenses to you until the end of your next round.
  When you make an ranged or thrown weapon attack against
  your marked target and you have advantage on the attack roll,
  you can choose to expend 1 Infusion Point for the attack to be
  a critical hit if you do hit. Once you critically hit a target, you
  break your mark and cannot deal this critical damage to them
  again this round.
  
  At 7th level, you have become adept at finding good places to
  lay low and find your mark. Climbing walls takes no extra
  movement, and you gain advantage on any Athletics or
  Acrobatics checks related to climbing objects.
  Additionally, while you are hidden from an enemy, any spell
  which targets an enemy and does not have an area of effect its
  range doubled.
  
  At 10th level, while you have an enemy marked, you can
  magically see them through 10 feet of stone, 30 feet of wood,
  100 feet of sand, 1 inch of lead, or 50 feet of water, and you
  can see them through 2 miles of natural darkness. You cannot
  see through magical darkness except to see your marked
  enemy with this ability.
  
  At 15th level, you gain a sense for everything around you. You
  gain blindsight out to 10 feet and darkvision out to 60 feet, or
  your darkvision increases by 30 feet if you already had it.
  Additionally, whenever you are subjected to a Dexterity
  saving throw, you can use your reaction and 1 Infusion Point
  to cause your roll to be equal to your Spear Bearer level +
  your Dexterity saving throw bonus.
  
  At 20th level, when you mark an enemy, you can use a bonus
  action on the same turn to turn it into a special mark on that
  enemy. While this mark is in effect, the following effects apply:
  You can attack that enemy no matter how far away they are
  from you, so long as you can see them. This attack is
  always made at advantage.
  Whenever you deal damage to this enemy, you ignore any
  resistances or immunities it may have.
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  Any saving throws the target makes while Marked are at
  disadvantage.
  Once you use this feature, you must wait until you have
  finished a long rest until you can finish it again.
  
  Those of the Phalanx are more akin to Fishermen or Scouts
  rather than most Spear Bearers. Phalanx fighters use spear
  and shield in tandem, fighting alongside every one of their
  team to make sure they are protected. They also manipulate a
  unique Vortex force of Shinsu, forcing enemies to become
  warped and teleporting between allies.
  
  At 3rd level, you gain proficiency in heavy armor.
  
  At 3rd level, when you hit a creature with a thrown weapon
  attack, you may use a bonus action to teleport to an adjacent
  space to that creature, clutching the weapon. You must hit the
  enemy in order to do this. You do not provoke attacks of
  opportunities from this movement
  You cannot use this ability if there is no adjacent space to
  teleport to.
  
  At 7th level, when an ally within 5 feet of you takes damage,
  you may use your reaction to make a thrown or melee weapon
  attack against the creature which caused the damage to your
  ally.
  
  At 10th level, when you use your Warp Throw ability on a
  creature who is standing within 5 feet of an ally, you can
  choose to switch places with your ally and appear in their
  space. Your ally must be willing for this ability to work. They
  do not provoke attacks of opportunity from this teleportation.
  
  At 15th level, while a creature is within your melee weapon
  attack range, you can use your reaction to impose
  disadvantage on any attacks of opportunity that creature
  makes against creatures that is not yourself.
  
  At 20th level, you engulf your weapon with warp power. When
  you make a successful attack on two enemies with thrown
  weapons in one Attack action, you can use a bonus action to
  force them to switch places. They both must make a Dexterity
  saving throw against your spell save DC or teleport to each
  other's in spaces. If one creature succeeds but the other does
  not, the failed creature appears in a space adjacent to
  successful one.
  
  Infusions are listed in alphabetical order.
  
  You bolster your attack with pure Force energy. When you
  take the Attack action, you can declare an Empowered Strike
  and expend any number of Infusion Points. On the first attack
  you hit with during that Attack action, you deal an additional
  2d6 force damage, plus an additional 1d6 of force damage for
  every additional Infusion Point expended past first.
  
  When you make a thrown weapon attack, you reinforce your
  attack with Shinsu and expend 1 Infusion Point to make it
  pierce through your first target to hit another. After you attack
  the first target with a thrown weapon attack, you may make
  another attack at disadvantage to at another target.
  The second target must be in a straight line behind the
  original target and must be within your second range
  increment for your thrown weapon. You may still make the
  attack against the second target even if your attack misses the
  first one.
  
  When you take the Attack action, you can declare an Pushing
  Launch and expend any number of Infusion Points. On the
  first attack you hit with during that Attack action, that attack
  becomes reinforced a wall of expanding Shinsu. The enemy
  must make a Strength saving throw versus your Spell Save
  DC or be pushed 10 feet away from the point of impact, plus
  an additional 5 feet per Infusion Point expended past 1. On a
  successful save, they are only pushed 5 feet away.
  
  When you take the Attack action, you can declare an Precise
  Launch and expend 1 Infusion Point. During this Attack
  action, you may add your Wisdom modifier to all thrown
  weapon attacks.
  Additionally, on the first thrown weapon attack you hit with
  during that Attack action, you may add your Wisdom modifier
  to its damage roll.
  
  As a bonus action on your turn, you can expend 1 or 2
  Infusion points to change the damage type of all your thrown
  weapon attacks until the beginning of your next turn.
  Your thrown weapon attacks all change their damage type
  from its original type to your choice of acid, cold, fire,
  lightning, or thunder for the duration. If you expend 2 Infusion
  Points, you may choose for the attack to deal radiant, necrotic,
  psychic, or force damage instead. Attacks made with this
  Infusion way are considered magical.
  
  When you take the Attack action, you can declare an
  Wounding Launch and expend any number of Infusion Points
  as barbed thorns and spikes appear around the weapon. On
  the first attack you hit with during that Attack action, the
  attack deals an additional 2d4 piercing damage, plus an
  additional 1d4 piercing damage per Infusion Point to and the
  enemy's maximum hit points are reduced by the amount of
  damage you dealt in this attack. This reduction goes away
  after a short or long rest.
  88
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  
  When you make a thrown weapon attack, you can expend 1
  Infusion Point to apply a small, invisible orb of Shinsu to the
  end of your thrown weapon which bursts into a shockwave on
  impact. If you hit with the attack, the enemy must make a
  Strength saving throw against your Spell Save DC or be
  knocked prone.
  
  As a bonus action on your turn, you can expend 1 Infusion
  Point to cause a powerful, tailwind-like effect from your
  thrown weapon. When you make an attack using this ability,
  your thrown weapon range doubles for both range
  increments.
  
  When you make a thrown weapon attack, you can expend 1
  Infusion Point to cause a small pulse of Shinsu energy to
  follow your attack, which then staggers the enemy's mind. On
  a hit, the target must make an Intelligence Saving Throw
  against your Spell Save DC or be Stunned until the beginning
  of your next turn.
  89
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  Changelog
  1.0 Class Release! 
  1.1 Adjusted and fixed feature descriptions, added
  Malleable Shinsu and Malleable Vision features, and
  adjusted for Finn's Tome of Lost Heroes.
  1st Level
  Absorb Elements
  Alarm
  Animal Friendship
  Catapult
  Chaos Bolt
  Cure Wounds
  Healing Word
  Hunter's Mark
  Jump
  Longstrider
  Sian's Magma Dart°
  Stone Roots°
  Zephyr Strike
  2nd Level
  Cordon of Arrows
  Enlarge/Reduce
  Find Traps
  Find Steed
  Magic Weapon
  Memory Anchor°
  Merfolk's Touch°
  Misty Step
  3rd Level
  Aura of Vitality
  Blink
  Conjure Barrage
  Counterspell
  Dispel Magic
  Protection from Energy
  Soul Greatsword°
  Wind Wall
  4th Level
  Aura of Life
  Banishment
  Dimension Door
  Freedom of Movement
  Locate Creature
  Otiluke's Resilient Sphere
  Swift Attunement°
  5th Level
  Conjure Volley
  Circle of Power
  Far Step
  Telekinesis
  Wall of Stone
  90
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  
  
  A human girl walks forwards from a crowd of 
  adventurers, fire wreathed around her form, the 
  symbol of a great family embroidered on her robes. With a
  flick of her hand, the goblin horde is caught in an unending
  firestorm, turned swiftly into ash.
  An elven fighter walks into the gladiator pits, seeing the
  brash champion at work. As thier fight continues, it becomes
  clear that he isn't what the champion had expected- hundreds
  of fighting styles blended into one, before, all of a sudden, it
  feels like time is reversed, and the champion is thrown clean
  across the arena.
  A dragonborn in deep purple robes strides up to the corpse
  of his fallen enemy, extracting the essence from it, absorbing
  its wayward soul. And then he walks up to another, and
  another, slowly devouring the entirety of the army he felled.
  What these adventurers have in common is their ability to
  manipulate waves of Shinsu, a natural force which permeates
  some parts of the world and rests in some people. The
  strength of a Wave Controller comes from thier ability to gain
  raw power and form it into streaking, simple blasts of energy,
  eventually focusing thier techniques even further until they
  become close to the Gods themselves.
  
  The power of a Wave Controller comes from their
  manifestation of Shinsu. More difficult to control than average
  Ki and denser than the Weave, Shinsu can only be manifested
  in basic units of power called Baang. For Wave Controllers,
  talented novice might be able to control 2 or 3 Baang, but the
  strongest warriors of the Tower, known as Rankers, are
  known to be able to manifest 30-50 simultaneous Baang.
  However, despite how many Baang you manifest, it makes no
  difference if there is no Myun or Soo.
  Myun is most easily described as the width or shape of the
  Baang, while Soo is the density of Shinsu inside the core of a
  Baang. Wave Controllers cast spells and perform special
  techniques by manipulating a combination of Baang, Myun,
  and Soo.
  Despite the simplicity of Shinsu manipulation, the effects
  can be very drastic. The most primal form is pure power in
  vibration and Myun, becoming Fire and Lightning, while
  newer techniques dip into the realms of Martial Arts and even
  Undeath. As to how far a Wave Controller can go with thier
  strength, that is entirely dependent on thier resolve...
  
  Some people have an inherent talent for Shinsu manipulation,
  such as those from the 10 Families, while others have to
  struggle to manifest a single Baang. However, it doesn't make
  much difference for a Wave Controller, because at some point
  you will have to seek training to refine your raw power.
  There are two ways to become a formal Wave Controller.
  The first is to have another Controller train you. This can be
  difficult and life-threatening, as the process of training to
  control Shinsu is extensive and dangerous, yet many undergo
  it regardless.
  The second way to become a Wave Controller is to make a
  Contract with an Administrator, supernaturally powerful
  beings that choose to speak only with those of incredible
  potential. They will often teach you how to control Shinsu
  simply so that you can inhibit your natural, explosive energy.
  Administrators also have multiple other jobs and can bestow
  several other boons to help facilitate saftey and fair play
  amongst the Tower players.
  91
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  The Wave Controller
  Level
  Proficiency
  Bonus
  Features
  Cantrips
  Known
  Spells
  Known
  Spell
  Slots
  Spell Slot
  Level
  Baang
  Specializations
  1st
  +2
  Spellcasting, Baang Style
  2
  2
  1
  1st
  —
  2nd
  +2
  Baang Specializations
  2
  3
  2
  1st
  2
  3rd
  +2
  Aspect Increase
  2
  4
  2
  2nd
  2
  4th
  +2
  Ability Score Increase
  3
  5
  2
  2nd
  2
  5th
  +3
  —
  3
  6
  2
  3rd
  3
  6th
  +3
  Style Feature
  3
  7
  2
  3rd
  3
  7th
  +3
  —
  3
  8
  2
  4th
  4
  8th
  +3
  Ability Score
  Improvement
  3
  9
  2
  4th
  4
  9th
  +4
  —
  3
  10
  2
  5th
  5
  10th
  +4
  Style Feature
  4
  10
  2
  5th
  5
  11th
  +4
  Signature Baang (6th)
  4
  11
  3
  5th
  5
  12th
  +4
  Ability Score
  Improvement
  4
  11
  3
  5th
  6
  13th
  +5
  Signature Myun (7th)
  4
  12
  3
  5th
  6
  14th
  +5
  Style Feature
  4
  12
  3
  5th
  6
  15th
  +5
  Signature Soo (8th)
  4
  13
  3
  5th
  7
  16th
  +5
  Ability Score
  Improvement
  4
  13
  3
  5th
  7
  17th
  +6
  Technique Mastery (9th)
  4
  14
  4
  5th
  7
  18th
  +6
  —
  4
  14
  4
  5th
  8
  19th
  +6
  Style Feature
  4
  15
  4
  5th
  8
  20th
  +6
  Infinite Baang
  4
  15
  4
  5th
  8
  
  The most important question for creating a Wave Controller is
  asking how they began to learn Shinsu Manipulation. Did they
  find they had an aptitude for it, then pursued it in study? Did
  they make a deal with an administator of the Tower to gain
  power? Did they walk through a pool of Shinsu and realize
  they could see the way it flows?
  
  You can make a Wave Controller quickly by following these
  suggestions. First, Charisma should be your highest ability
  score, followed by either your Dexterity or Constitution.
  Secondly, choose the sage or hermit background. Thirdly,
  choose the Produce Flame and Thaumaturgy cantrips, along
  with the 1st-level spells Chaos Bolt and Magic Missile.
  
  As a Wave Controller, you have the following class features.
  
  Hit Die: 1d8 per Wave Controller level
  Hit Points at 1st Level: 8 + your Constitution Modifier
  Hit Points at Higher Levels: 1d8 + your Constitution
  Modifier
  
  Armor: Light
  Weapons: Simple Weapons
  Tools: None
  Saving Throws: Wisdom and Charisma
  Skills: Choose 2 from Acrobatics, Insight, Religion, Arcana,
  Persuasion, Intimidation, and Perception.
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  
  You start with the following equipment, in addition to the
  equipment granted by your background.
  (a) a shortsword or (b) any simple weapon.
  (a) a light crossbow and 20 bolts or (b) 3 daggers.
  (a) a dungeoneer's pack or (b) an explorer's pack.
  an Arcane Focus and leather armor.
  
  As a Wave Controller, your magical strength comes from the
  raw manipulation of Shinsu into forms called Baang. Each
  Baang has two aspects- Myun, its width, and Soo, its density
  at its core. By adjusting these, you can change your Baangs to
  have different effects. However, you are limited in how many
  Baangs you can control, being that beginners can scarcely
  hold 2 baang. This is reflected by your Spell Slots.
  
  At 1st-level, you know two cantrips of your choice from the
  Wave Controller spell list. You learn additional cantrips of
  your choice at higher levels, as shown on the Cantrips Known
  column of the Wave Controller table.
  
  Since your spell slots are determined by your control of
  Baang, you only have a number of spell slots determined by
  the Spell Slots column of the Wave Controller table. You cast
  any spell at the level determined by your level, in the Spell Slot
  Level column of the Wave Controller table.
  
  You know a number of spells determined by your level, in the
  Spells Known column of the Wave Controller table. You must
  have unlocked the spell slot level of the spell you intend to
  learn before you learn it. For instance, you can learn Burning
  Hands at first level, but you cannot learn Scorching Ray, since
  its spell level is higher than the level you can cast.
  
  Charisma is your spellcasting ability for your Wave Controller
  Spells, since the power of your Baang revolves around your
  force of will and personality to change the Shinsu around you.
  You use your Charisma whenever a spell refers to your
  spellcasting ability. In addition, you use your Charisma when
  setting the saving throw DC for a Wave Controller spell you
  cast and when making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Charisma modifier
  Spell attack modifier = your proficiency bonus +
  your Charisma modifier
  
  You can use an arcane focus (see chapter 5, "Equipment") as a
  spellcasting focus for your spells. Wands and rods are the
  most common foci for Wave Controllers.
  
  Every Wave Controller tends towards a separate style of
  combat. Designed on being a wild card in a Tower party, the
  style of your Baang largely determines your role in combat.
  Some controllers stay back and attack from afar, while others
  are in front with the Fishermen and forward Scouts fighting
  the enemies face-to-face.
  Your style choice grants you features at 1st level, as well as
  6th, 10th, 14th, and 19th level.
  
  At level 2, through your mastery of Baang, you can manipulate
  it and other aspects of the tides of Shinsu in 2 unique ways,
  known as specializations. Most specializations don't require
  spell slots, but some require a specific style to use. You gain
  new specializations at levels determined by the Baang
  Specializations column of the Wave Controller table.
  Specializations are detailed after the class features.
  Additionally, when you gain a level in this class, you can
  choose one of the specializations you know and replace it with
  another specialization that you could learn at that level. A level
  prerequisite in a specialization refers to wave controller level,
  not character level.
  
  At level 3, You can choose from three Aspects to inherently
  increase as you focus your Shinsu- Baang, Myun, or Soo.
  
  Choosing to increase your Baang allows you to attack faster
  and more frequently. You can learn 2 cantrips from any spell
  list. If the spell is not a Wave Controller Spell, it is none-the-
  less considered a Wave Controller Spell when you use it.
  Additionally, you can choose 1 1st-level spell from the Wave
  Controller spell list. You can cast that spell once at its lowest
  level without expending a spell slot. You must wait until your
  next long rest to use that aspect of this feature again.
  When you cast a spell of 1st level or higher, you can use a
  bonus action to cast a cantrip with a casting time of 1 action.
  You may use this aspect of the feature twice, regaining all uses
  after a long rest.
  
  Choosing to increase your Myun allows you to change the
  area of which you manipulate your Baang. You have an Aura
  of Shinsu 30 feet around you at all times, which is translucent
  and difficult to spot, requiring a Wisdom (Perception) check of
  a DC equal to your Spell Save DC to notice. While you are
  conscious, any creature who passes through it must make a
  Charisma saving throw against your spell save DC or or be
  effected by the Aura of Shinsu for 1 minute or until they move
  out of your Aura of Shinsu. While effected by your Aura of
  Shinsu, creatures has their movement speed halved, they
  cannot take reactions and, if they were flying, they slowly
  descends, no longer able to stay afloat. An enemy can attempt
  the saving throw at the end of each of its turns, the effect
  ending for them and making them immune to your Shinsu
  field for the next 24 hours on a success.
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  You can allow up to 3 creatures you can see at a time in this
  area to be exempt from all effects of your Aura of Shinsu. You
  can switch your choice of creatures as a free action on your
  turn. When a creature within your Aura of Shinsu succeeds
  on a save against a cantrip you cast that would deal damage
  on a success, they still take half damage.
  You can use an action to suppress your Aura of Shinsu for 1
  hour or until you lose concentration, as if concentrating on a
  spell. The aura is allso suppressed for 1 hour if a Dispel Magic
  spell is cast on it and they succeed on a spellcasting ability
  check of a DC equal to your Spell Save DC.
  
  Choosing to increase your Soo allows you to concentrate your
  Shinsu into a specific spot and call astral allies with it. You
  gain a familiar as if you had called it with the Find Familiar
  spell, called a Shinsu Deepfish. This unique familiar can take
  an action called Suppress, staying stationary in one place and
  creating a suppressive field of Shinsu, blocking other spells
  from being cast. The specifics of the Suppress action are in its
  statblock at the end of the spell list. If your Deepfish is killed,
  you can spend 1 hour in a magical ritual to recall it.
  Additionally, choose one Cantrip you know that deals
  damage. You can add your Charisma modifier to the damage
  of that cantrip.
  
  
  At 11th level, you gain the ability to manipulate Baang in a way
  that allows you to pass the barriers of it possesses. You
  choose one 6th-level spell from the Wave Controller table. You
  can cast it at 6th level once per long rest without expending a
  spell slot.
  At higher levels, you gain more Wave Controller 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 Signature spells
  and your Technique when you finish a Long Rest.
  
  At 20th level, with the power of a Ranker of the Inner Tower,
  you can expend an extreme amount of power by manifesting
  up to 50 Baang at once. As your action and bonus action, you
  can instantly cast up to four cantrips or spells of 1st level or
  higher in any combination, granted you have the ability to use
  them.
  You suffer 1 point of exhaustion after this, and any spell you
  cast of 1st-level or higher, even if it is cast through an
  Invocation, deals 1d8 points of necrotic damage to you. You
  cannot heal this damage until after a long rest, and if you drop
  to 0 hit points as a result of this damage, you die.
  
  You change your baang to meet different conditions. If a
  specialization has prerequisites, you must meet them to learn
  it. You can learn the specialization at the same time that you
  meet its prerequisites. A level prerequisite refers to your level
  in this class.
  
  When you use a cantrip with a spell attack, you ignore half
  and three quarters cover and any armor bonuses or
  resistances from abjuration spells, such as shield or mage
  armor.
  
  Prerequisite: 9th level
  You can cast Grasping Vine without using a spell slot once.
  You must complete a long rest before you can use this ability
  again.
  
  Prerequisite: 14th level
  You can cast Forcecage once without using a Spell slot. You
  must complete a long rest before you can use this ability
  again.
  
  Using your bonus action to lift off, you levitate 10 feet off the
  ground on a blue disk. You have a movement speed of 50
  while on Blue Oar, and you always hover at least 1 foot off the
  ground and cannot float higher than 15 feet. Maintaining Blue
  Oar requires concentration, and can be maintained for a total
  of 1 hour, disappearing if you run out of time. You regain all
  expended time using this feature after completing a short or
  long rest.
  
  Prerequisite: Elementalist Style
  You learn the defensive benefits for using fire. After casting
  a spell of 1st level or higher that deals fire damage, enemies
  have disadvantage on attacks against you until the beginning
  of your next turn.
  
  Prerequisite: Elementalist Style and 9th level
  When you deal damage with a cantrip or weapon attack,
  you may expend a spell slot to deal an additional 1d10 fire
  damage, plus 1d10 fire damage per level of spell slot
  expended past 1st.
  
  Prerequisite: Necromancer Style
  You can cast Invisibility at will without requiring material
  components. When cast invisibility in this way, do so, you
  must sacrifice 1 hit dice when you cast the spell and every
  minute you keep concentrating on it or the spell fails and
  cannot be cast again until you recover at least 1 hit dice.
  
  Prerequisite: Elementalist Style
  Your unarmed strikes use your Strength or Dexterity
  modifier to hit and your Charisma modifier for damage, and
  they deal 1d6 lightning damage instead of their regular
  damage type, and they are considered magical for the
  purposes of overcoming damage resistance and immunity.
  Whenever you cast a spell that deals lightning damage, you
  may move up to your movement speed in a straight line as a
  bonus action on your turn. This attack still provokes attacks of
  opportunity as normal.
  94
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  
  Prerequisite: Martial Arts Style and 14th level
  You can use your action to cast 3 cantrips with a casting
  time of 1 action simultaneously. You gain a level of exhaustion
  after doing so, and you cannot use this feature again until you
  complete a short or long rest.
  
  Prerequisite: 5th level and Deadly Lightning
  You learn to create polearms of magical lightning to strike
  with and throw at enemies. As a bonus action on your turn,
  you can create a long spear of lightning energy in your hands
  for 1 minute or until you dismiss it as a free action. The spear
  has the form and statistics of a spear, javelin or pike, your
  choice when you create the object, though it deals lightning
  damage instead of regular piercing damage and uses your
  Charisma modifier to hit and damage.
  When you take the Attack action with your lightning spear,
  you may make a single unarmed strike as a bonus action.
  When you throw this weapon, it appears in your free hand at
  the end of your turn. You may use your lightning spear as your
  Arcane Focus for your Wave Controller spells.
  
  Prerequisite: Martial Arts Style and 5th level
  You can cast Hold Person at will, only targeting creatures
  within 5 feet of you. When a creature successfully saves
  against a casting of Hold Person in this way, the target
  becomes immune to this ability for the next 24 hours.
  
  Prerequisite: Necromancer Style
  You gain advantage on Stealth checks while in dim light or
  darkness, and can use an action cast Misty Step at will
  between areas of dim light or darkness. You may cast Misty
  Step in this way a number of times equal to your Charisma
  modifier, regaining all expended uses after completing a long
  rest.
  
  Pointing your finger at the ground, can use an action to cause
  any creature within 20 feet of you to make a Dexterity saving
  throw against your spell save DC or be Blinded for 1 minute.
  The creature can attempt the save at the end of each of its
  turns, ending the effect for it on a success. A creature who
  does not rely on sight is not effected by this ability.
  Once you use this ability, you must complete a short long
  rest before you can use it again.
  
  Prerequisite: 15th level and World of Darkness
  You learn to connect your soul to your World of Darkness.
  Before you can use this ability, you must first spend 8 hours of
  time to enchant a unique arcane focus using rare materials
  worth 10,000 gp. You may use this unique arcane focus as
  your arcane focus for Wave Contoller spells.
  While you have this unique arcane focus on your person,
  you can spend 1 month and 5,000 gp worth of materials to
  designate single object you enchant that is no larger than a 5
  foot cube as your Station of Darkness. You may create and
  maintain up to 5 distinct Stations of Darkness at a given time.
  If you die and you have your unique arcane focus on your
  body, you may use this ability to have your soul step into your
  World of Darkness, returning to your Station of Darkness in
  1d12 rounds with 1 hit point and a newly formed body that is
  only holding your unique arcane focus.
  Whenever you use this ability, roll a d100. On a 1 or 2, your
  mind is consumed and you emerge as a Lich, and your
  Phylactary is your unique arcane focus. If you roll 3-75, your
  station is destroyed and you must craft a new one using 5,000
  gp as normal. If you roll 51-100, nothing happens.
  
  Prerequisite: Necromancy Style
  You gain darkvision out to 120 feet.
  You can cast Darkness at will without expending a spell
  slot, and you can see through magical darkness that you
  create when casting Darkness in this way.
  95
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  
  Prerequisite: Martial Arts Style
  By using an action and a Wave Contoller spell slot, can
  make an melee weapon against all creatures within 10 feet of
  you, with a bonus to hit and damage equal to the level of the
  spell slot expended.
  
  Prerequisite: Necromancy Style
  Using an action, you can conjure a single, ethereal weapon
  in one hand. This blade can be any simple or martial weapon
  that lacks the heavy or two handed properties. Attacks made
  with this weapon are considered to be magical for the
  purposes of overcoming damage resistances and immunities,
  and can use your Charisma modifier instead of Strength or
  Dexterity for damage.
  If you reduce an enemy to 0 hit points using this weapon,
  you may use your bonus action to make another attack against
  another enemy within range.
  
  Prerequisite: 5th level
  When you cast a Wave Controller spell of 1st level or higher
  that has an area of effect and requires a saving throw, you may
  choose for slivers of red Shinsu with a similar appearance to
  rose petals to appear in the area and hinder within range.
  These rose petals force a number of creatures in the area of
  effect up to your Charisma modifier to make the saving throw
  at disadvantage.
  Once you use this ability, you must complete a long rest
  before you can use it again.
  
  Prerequiste: 5th level, and at least one of: Phantom Sword,
  Deadly Lightning, or Martial Arts Style
  Whenever you take the Attack action with a magically
  conjured weapon or with an unarmed strike, you may make
  one additional melee weapon attack as part of that attack
  action.
  Additionally, you may use your Charisma modifier to hit and
  damage with unarmed strikes or magically conjured weapons.
  
  Prerequisite: 5th level
  You can cast Dimension Door once without using a spell
  slot once. You must complete a short or long rest before you
  can use this ability again.
  
  You can cast Expiditious Retreat on yourself at will without
  using a spell slot.
  
  When you hit a creature with a melee weapon attack, you can
  use your bonus action to force the enemy to make a Strength
  save against your spell save DC, or they drop one object they
  are holding.
  
  Prerequisite: 15th level
  You can cast Augury at will without using a spell slot or
  requiring material components.
  
  You take on a particular style of combat that lets you change
  how you manipulate your Baang. Your style changes which
  specializations you can choose, and it often changes how you
  fight drastically. Your style also has some reflection of your
  personality, as you have to put some of yourself into your
  Shinsu manipulation to manifest a Baang.
  
  Focusing on the raw power of Fire and Lightning, the
  Elementalist is a more unique form of Wave Controller. Those
  from the 10 Families are often able to control flame and
  lightning, but it is a rare ability in others due to its volatile
  nature.
  Elementalists are often either insane or haughty individials,
  reflecting thier proximity to dangerous elements. Those who
  specialize in flame are particularly dangerous, and many
  cannot control thier explosive power, and have to inhibit
  themselves from harming thier allies.
  
  The hardships of learning to be an Elementalist allows you to
  choose from an expanded list of spells whenever you level up.
  Spell Level Spells
  1st
  Burning Hands, Witch Bolt
  2nd
  Scorching Ray, Blink Bolt°
  3rd
  Fireball, Lightning Bolt
  4th
  Wall of Fire, Conjure Minor Elementals
  5th
  Immolation, Conjure Elemental
  
  At level 1, whenever you deal damage with a spell that deals
  fire or lightning damage, you can add your Charisma modifier
  to the damage.
  Additionally, you gain resistance to your choice of either fire
  or lightning. You cannot change this choice later.
  
  At level 6, whenever you cast a spell of 1st level or higher
  which deals fire or lightning damage, you retain a modicum of
  that power within you. Until your the end of your next turn,
  you have advantage on saving throws against magic due to
  your elemental form.
  
  Beginning at level 10, whenever you reduce an enemy to 0 hit
  points with a spell, a burst of fire or lightning damage pulses
  around you, forcing anyone within 5 feet of you to make a
  Dexterity saving throw against your spell save DC or take 3d6
  fire or lightning damage. On a successful save, they still take
  half damage.
  This ability cannot be suppressed. Whether you deal fire or
  lightning depending on which elemental resistance you chose
  in your Elemental Savant feature.
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  
  At level 14, when you cast a spell that deals fire or lightning
  damage, you may cast another spell with your bonus action,
  but only if the second spell has a casting time of 1 action or 1
  bonus action. Casting a spell in this way ignores the
  restriction of only being able to cast one spell of 1st level or
  higher per round.
  Once you use this ability, you cannot use it again until you've
  completed a long rest.
  
  Learning martial arts to back up your control of Shinsu, you
  learn to fight up close and personal with enemies, learning
  spells to disrupt and put you at an advantage. Able to fight
  right alongside Fishermen and Scouts, Martial Wave
  Controllers are masters of melee combat.
  Those who take this path are often driven for extreme
  power. Many controllers who take this do so to utilize the
  powers of Reverse Flow Control, which allows you to
  overpower enemies by pushing against the flow of Shinsu.
  Whether you are greedy or driven to protect your friends,
  those who take the Martial path are not to be taken lightly.
  
  Learning Martial arts alongside controlling shinsu, the path of
  the Martial Wave Controller allows you to choose from an
  expanded list of spells when you level up.
  Spell Level
  Spells
  1st
  False Life, Shield
  2nd
  Memory Anchor°, Enlarge Reduce
  3rd
  Haste, Slow
  4th
  Death Ward, Stoneskin
  5th
  Hold Monster, Mislead
  
  At level 1, when you take this Style, your unarmed strikes deal
  1d4 + your Charisma modifier in bludgeoning damage, and
  they are considered magical weapons for the purposes of
  overcoming damage resistances and immunities. When you
  hit an enemy with an unarmed strike or a light weapon that
  you are proficient in, you may use your bonus action to cast a
  cantrip with the range of touch on that same target.
  Your unarmed strikes increase in damage at levels 6 (1d6),
  and 12 (1d8).
  
  At level 6, when you cast a spell with a ranged spell attack
  within melee range of another creature, you do not gain
  disadvantage on the attack roll.
  Additionally, if you are inside the area of effect from a spell
  you cast, you do not take damage from the attack.
  
  At level 10, when you are subjected to a saving throw of an
  ability that deals half damage on a successful save and full
  damage on a failed one, you can use your reaction to gain
  advantage on the saving throw. When you so, you take half
  damage on a failed save and no damage on a successful one.
  Once you use this ability, you cannot use it again until you
  complete a short or long rest.
  
  At level 14, you discover the secrets of Reverse Flow Control,
  allowing you to reflect enemy attacks.
  You use this ability as a reaction when you are hit by a
  melee weapon or spell attack roll made by an enemy that you
  can see. When you do so, you and the target must make
  dueling Constitution ability checks. If you succeed, the enemy
  takes the damage or effect of his intended attack, or none if it
  is an ability that forces the charmed or frightened conditions,
  and is pushed 15 feet away from you. If you lose the duel, the
  attack succeeds and the Shinsu between you violently
  explodes, forcing anyone, including yourself, within a 5 foot
  radius around you to make a Dexterity saving throw against
  your spell save DC or take 8d6 force damage, or half as much
  on a successful save.
  When you use this feature, you cannot use it again until you
  complete a short or long rest or until you deal a critical hit
  with a weapon or spell attack, at which point you regain the
  ability to use this feature.
  
  A forbidden technique of Shinsu control, where you take the
  souls of those you kill to fuel your attacks. While not able to
  animate the dead, the Necromancy Controller can sap the life
  force from his enemy and use it against his enemy. Most
  Necromancers have tattoos spread across their body to
  facilitate the storage of souls.
  Necromancers are insidious people, not shying away at
  consuming the souls of their victims. However, some learn
  this ability to try and bring back those they loved, as there is a
  myth that the Necromancer can bring souls back to life,
  though that has not yet been proven.
  
  Those who go down the path of the Necromancer train in the
  ways of soul stealing, allowing them to choose from an
  expanded list of spells when they level up.
  Spell Level
  Spells
  1st
  Hex, Soul Arrow°
  2nd
  Pale Beacon°, Ray of Enfeeblement
  3rd
  Soul Dregs°, Animate Dead
  4th
  Blight, Phantasmal Killer
  5th
  Enervation, Danse Macabre
  
  At level 1, when you reduce an enemy to 0 hit points or
  whenever you deal a critical hit on an attack roll, you gain a
  Soul Point. You can maintain a number of Soul Points equal
  to 1 + your Charisma Modifier (minimum of 1).
  As a bonus action on your turn, you use a Soul Point to
  recover 1d8 + your Charisma modifier hit points. Additionally,
  you can use up to 5 Soul Points to cast a spell without using a
  Spell Slot. You cast the spell at the level equal to the amount
  of Soul Points you expended to cast it.
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  If you attempt to cast a Wave Controller spell of 1st level or
  higher without any Soul Points, you must roll a d20. On a 1,
  you take 1d10 necrotic damage per level of the spell
  attempted, and the spell fails. Damage taken in this way
  cannot be healed until your next long rest. Your Soul Points
  fade at a rate of 1 point per long 24 hours.
  
  At level 6, you gain resistance to necrotic damage so long as
  you have at least 1 Soul Point.
  Additionally, as a bonus action on your turn, you can expend
  1 Soul Point to call a shroud of darkness and shadow around
  you that gives you advantage on Charisma (Intimidation) and
  Dexterity (Stealth) checks for 1 minute.
  
  At level 10, you can command creatures who are undead, even
  if you did not create them. Using an action and up to 5 Soul
  Points, you can force any undead creature that can see you
  within 30 feet of you to make a Wisdom saving throw. The
  creature effected must be of a CR equal to or lower than the
  amount of Soul Points expended in using this spell. On a
  failure, the target become magically charmed by you for 1
  minute, regardless of whether they are normally immune to
  the charmed condition. You can command them to attack,
  move, or guard as any undead entity. When they take damage
  from you or one of your allies, this command breaks.
  Upon using this ability, you must succeed on a long rest
  before you can use it again.
  
  At level 14, you gain the unique ability to force enemies into
  complacency. Using an action and up to 5 Soul Points, you
  cause your eyes to glow red, and any creature you choose
  within 60 feet of you which can see you must make a saving
  throw against your spell save DC. On a failure, the creature
  takes 2d8 psychic damage, with an additional 1d8 psychic
  damage for every Soul Point expended in using this ability,
  and the enemy is considered paralyzed until you release eye
  contact from it or until they take any damage, at which point
  the paralysis ends. You must use your action on your turn to
  maintain eye contact with a creature in this way, and you must
  concentrate on it as if concentrating on a spell.
  Once you use this ability, you must complete a long rest
  before you can use it again. A blind creature or a creature
  which is immune to the charmed or paralyzed conditions is
  immune to this effect.
  98
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  ° Spells from Caraman's Tome of Lost Skill 
   
  Changelog
  1.0 Class Release!
  Cantrips (0 Level)
  Disrupting Strike°
  Static Cloud°
  Dark Orb°
  Booming Blade
  Green Flame Blade
  Sword Burst
  Lightning Lure
  Shocking Grasp
  Thaumaturgy
  Presdigitation
  Dancing Lights
  Produce Flame
  Control Flames
  Shape Water
  Gust
  True Strike
  1st Level
  Absorb Elements
  Catapult
  Chaos Bolt
  Color Spray
  Detect Magic
  Expeditious Retreat
  Faerie Fire
  Feather Fall
  Fog Cloud
  Grease
  Identify
  Jump
  Longstrider
  Mage Armor
  Magic Missile
  Stone Roots°
  Tenser's Floating Disk
  Thunderwave
  Zephyr Strike
  2nd Level
  Blindness/Deafness
  Crystal Hail°
  Earthbind
  Enhance Ability
  Invisibility
  Levitate
  Magic Weapon
  Merfolk's Touch°
  Mirror Image
  Misty Step
  Nystul's Magic Aura
  Pyrotechnics
  Rope Trick
  Shadow Blade
  Shatter
  Warding Bond
  3rd Level
  Blink
  Bestow Curse
  Counterspell
  Dispel Magic
  Fear
  Life Transference
  Master's Touch°
  Melf's Minute Meteors
  Nondetection
  Soul Greatsword°
  Spacial Rend°
  Vampiric Touch
  Thunder Step
  Water Walk
  4th Level
  Arcane Eye
  Banishment
  Confusion
  Control Water
  Dimension Door
  Elemental Bane
  Freedom of Movement
  Greater Invisibility
  Homing Soul Mass°
  Invert Light°
  5th Level
  Antilife Shell
  Bigby's Hand
  Cone of Cold
  Creation
  Dispel Evil and Good
  Maelstrom
  Scrying
  Skill Empowerment
  Telekinesis
  6th Level
  Blade Barrier
  Chain Lightning
  Dark Bead°
  Disintegrate
  Investiture of Flame
  Investiture of Ice
  Investiture of Stone
  Investiture of Wind
  Tenser's Transformation
  7th Level
  Delayed Blast Fireball
  Finger of Death
  Fire Storm
  Symbol
  Whirlwind
  8th Level
  Antimagic Field
  Incendiary Cloud
  Mind Blank
  Power Word Stun
  Tsunami
  9th Level
  Heroic Guidance°
  Invulnerability
  Meteor Swarm
  Power Word Kill
  Time Stop
  Wish
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  
  Tiny celestial, Lawful neutral
  Armor Class 13
  Hit Points 1(1d4 ­ 1)
  Speed 0 ft, fly 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (­4)
  16 (+3)
  8 (­1)
  10 (+0)
  16 (+3)
  10 (+0)
  Senses passive Perception 13
  Languages Cannot speak, but can understand Common
  and Celestial.
  Challenge 0 (10 XP)
  Amphibious. Can breathe both air and water.
  Shinsu Shield. Has advantage on any saving throws
  against magic.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
  target. Hit 1 piercing damage
  Suppress Magic: Using its action, the Deepfish begins to
  exude a 20 foot sphere of magic nullification centered
  on itself. Any creature in the area who can cast magic
  must make a DC 13 Wisdom saving throw or become
  sickened while inside the field for 1 minute, losing any
  concentration on any spell as a result. They cannot cast
  spells while inside the field.
  
  
  The tables below designate how you can multiclass with
  certain classes. Keep in mind that while your DM may allow
  you to play one of these classes, they may not allow you to
  multiclass with them. See chapter 6 in the Player's Handbook
  for instructions about multiclassing.
  
  To qualify for a new class, you must meet the ability score
  prerequisites for both your current class and your new one, as
  shown in the Multiclassing Prerequisites table.
  For example, a barbarian who decides to multiclass into the
  druid class must have both Strength and Wisdom scores of 13
  or higher. Without the full training that a beginning character
  receives, you must be a quick study in your new class, having a
  natural aptitude that is reflected by higher-than-average ability
  scores.
  Multiclassing Prerequisites
  Class
  Ability Score Minimum
  Avatar
  Charisma 13
  Chrononaut
  Intelligence 13
  Disciple
  Strength or Dexterity 13 and Wisdom 13
  Drakeblood
  Strength or Dexterity 13 and Charisma 13
  Mistborn
  Constitution 13 and Wisdom 13
  Psychic
  Intelligence 13
  Seer
  Wisdom 13
  Fisherman
  Strength 13 or Dexterity 13 and Wisdom
  13
  Light Bearer
  Intelligence 13
  Scout
  Dexterity 13
  Spear Bearer
  Strength 13 and Wisdom 13
  Wave
  Controller
  Charisma 13
  
  When you gain a level in a class other than your first, you gain
  only some o f that class’s starting proficiencies, as shown in
  the Multiclassing Proficiencies table.
  Multiclassing Proficiencies
  Class
  Proficiencies Gained
  Avatar
  Light and medium armor, shields, simple
  weapons
  Chrononaut Simple weapons and all one­handed firearms
  Disciple
  Light and medium armor, shields, simple and
  martial weapons
  Drakeblood
  Light and medium armor, shields (drakebloods
  will not wear armor or use shields made of
  metal), simple and martial weapons,
  harvester's tools
  Mistborn
  Light armor, one skill of your choice,
  alchemist's supplies
  Psychic
  None
  Seer
  Light armor, simple weapons
  Fisherman
  Light and medium armor, simple and martial
  weapons, and 1 exotic weapon of your choice
  Light
  Bearer
  Light armor
  Scout
  Light armor, simple weapons, needles, one
  skill of your choice, thieves' tools
  Spear
  Bearer
  Light and medium armor, shields, simple
  weapons, pikes
  Wave
  Controller
  Light armor, simple weapons
  
  Your capacity for spellcasting depends partly on your
  combined levels in all your spellcasting classes and partly on
  your individual levels in those classes. Once you have the
  Spellcasting feature from more than one class, use the rules
  below. If you multiclass but have the Spellcasting feature from
  only one class, you follow the rules as described in that class.
  PART III
  Customization Options
  100
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  Pact Magic. You determine your available spell slots by
  adding together all your levels in the warlock and wave
  controller classes and a third of your blood hunter levels
  (rounded down) if you have the Profaned Soul feature. Use
  this total to determine your spell slots by consulting the
  Multiclass Pact Magic table.
  Psionic Spellcasting. If you have the Psionic spellcasting
  trait and the regular spellcasting trait, treat any psionic spells
  learned from another class (such as if you learn dissonant
  whispers from the Bard class) as a psionic spell for the
  purposes of your Psionic Spellcasting trait. Otherwise, treat it
  the same as any other Spellcasting trait for the purposes of
  determining multiclassed spell slots.
  Multiclass Pact Magic
  Level
  Spell Slots
  Slot Level
  1st
  1
  1st
  2nd
  2
  1st
  3rd
  2
  2nd
  4th
  2
  2nd
  5th
  2
  3rd
  6th
  2
  3rd
  7th
  2
  4th
  8th
  2
  4th
  9th
  2
  5th
  10th
  2
  5th
  11th
  3
  5th
  12th
  3
  5th
  13th
  3
  5th
  14th
  3
  5th
  15th
  3
  5th
  16th
  3
  5th
  17th
  4
  5th
  18th
  4
  5th
  19th
  4
  5th
  20th
  4
  5th
  
  The feats detailed below can allow other creatures to train
  with the weapons detailed in the Weapons section at the end
  of this document. These Feats are also in Caraman's Tome of
  Lost Skill.
  
  Training using the weapons of the Tower and other exotic
  places, you know how to use strange weapons to your best
  ability.
  Your Strength or Dexterity score increases by 1, to a
  maximum of 20.
  You gain proficiency with 4 exotic weapons of your choice.
  
  Learning to fight with the unique fighting style of ancient
  dragon slayer knights, you become able to fight with one of the
  oversized and unwieldy Dragonbane weapons.
  Your Strength or Dexterity score increases by 1, to a
  maximum of 20.
  You gain proficiency with 1 exotic weapon of your choice.
  If you chose the weighted spear, wolf greatsword, or tracer
  Dragonbane weapons, you then have a number of Slayer
  Points equal to your Proficiency Bonus. By using a Slayer
  point as a bonus action, you can use these three
  Dragonbane weapons' Special Traits until the end of your
  turn. You regain all expended Slayer Points at the end of a
  long rest.
  If you chose the dragon tooth or greatbow, their Whiff and
  Turret special traits still apply.
  
  Training in the ways of the ancient Hunters, you have learned
  to use some of the unique Trick Weapons to your advantage.
  Your Strength, Dexterity, or Wisdom score increases by 1,
  to a maximum of 20
  You gain proficiency with 4 Uncanny or Bloodtinge
  weapons of your choice, or 1 Lore weapon of your choice.
  You gain the ability to transform a trick weapon you are
  proficient in to and from their transformed forms as a
  bonus action, as with the Trick Weapon Fighting Style.
  Additionally, at the end of a long rest, you can magically
  conjure a number of quicksilver bullets equal to your
  Proficiency Bonus, which you can use to attack with a
  Bloodtinge Weapon you are proficient with. These
  quicksilver bullets magically disappear after you fire them,
  after you move more than 30 feet away from them, or after
  you complete your next long rest.
  101
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  Sublasses
  Class
  Subclass
  Level Available Description
  Barbarian
  Path of the Bleeding Earth
  3rd
  Pyromantic berserker who commands magma and fire in battle.
  Barbarian
  Path of the Darkwraith
  3rd
  Pledged to the Dark and uses primal magic to snuff out the light.
  Bard
  College of Dusk
  3rd
  Illusory tricksters and benders of light from an ancient civilization.
  Bard
  College of Sirens
  3rd
  Assassins who lure their victims in with charms and poisons.
  Blood Hunter° Order of the Workshop
  3rd
  Hunters who fight in old ways to fight the Great Old Ones.
  Cleric
  Dragon Domain
  1st
  Warriors pledged to dragons who take on draconic qualities.
  Cleric
  Ocean Domain
  1st
  Travelers and sailors who control the oceans and tides.
  Druid
  Circle of Chaos
  2nd
  Forces evolution through volcanic disaster and mutation.
  Druid
  Circle of Tides
  2nd
  Watchers of omens and the shores.
  Fighter
  Corsair
  3rd
  Well travelled warrior capable of fighting under certain conditions.
  Fighter
  Dragon Slayer
  3rd
  Knights trained to use ancient Dragonbane weapons.
  Monk
  Way of the Painted World
  3rd
  Guardians trained in the use of cryomancy and scythes.
  Monk
  Way of the Fisherman
  3rd
  Patient masters of retribution and reinforcement.
  Paladin
  Oath of the Darkmoon
  3rd
  Knights who stand against the forces of the Dark.
  Paladin
  Oath of the Deep
  3rd
  Sentinels against the otherworldly horrors in the deep ocean.
  Ranger
  Abyss Watcher Conclave
  3rd
  Legionnaires who hunt down and seal portals to the Abyss.
  Ranger
  Diver Conclave
  3rd
  Aquatic explorers who implore hordes of wildlife to assist them.
  Rogue
  Ruins Explorer
  3rd
  Treasure hunters with a small understanding of natural magic
  Rogue
  Trapmaster
  3rd
  Transmuters who craft magical traps for use in battle.
  Sorcerer
  Hexborn Origin
  1st
  Mages touched by the Deep or Abyss, attracting Humanity sprites.
  Sorcerer
  Saltborn Origin
  1st
  Sorcerers born with a magical, algal ecosystem inside them.
  Warlock
  Gravelord Patron
  1st
  Forges a pact with a personification of death.
  Warlock
  Leviathan Patron
  1st
  Holds contact with a dark abberation of the deep ocean.
  Wizard
  School of Crystal
  2nd
  Focused on creating spears of force to pierce multiple enemies.
  Wizard
  School of the Elements
  2nd
  Chaotically combines elemental forces for an unpredictable power.
  PART IV
  Subclasses
  102
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  
  These subclasses are all focused to give more player options
  to the base classes of 5th edition dungeons and dragons, as
  well as one subclass for Matthew Mercer’s popular Blood
  Hunter class. They are all highly thematic, and like the
  classes, are grouped into “sets” below.
  
  The first set of subclasses are all based on the Dark Souls
  game trilogy. These are the Path of the Darkwraith, College of
  Dusk, Dragon Domain, Circle of Chaos, Dragon Slayer, Way
  of the Painted World, Oath of the Darkmoon, Abyss Watcher
  Conclave, Trapmaster, Hexborn Origin, Gravelord Patrol, and
  School of Crystal.
  These subclasses all assume some things about the world
  setting. Firstly, they there was an ancient war between
  humans and dragons, and that ancient dragons have a
  relationship with stone. And secondly, that there is an ongoing
  conflict of the world of light a Layer of the Abyss called the
  Darkness.
  These subclasses can be reskinned, but they work best in
  epic and/or post-apocalyptic worlds such as Dark Sun,
  Forgotten Realms, or Greyhawk.
  
  The Blood Hunter subclass, the Order of the Workshop is
  based off of the video game Bloodborne, made my
  Fromsoftware, the same company which made the Dark
  Souls trilogy. However, the flavor of this subclass works best
  with Lovecraftian horror games or games set during
  steampunk or other industrial style settings, as opposed to the
  dark fantasy, Witcher or Dragon Age style of game that the
  Blood Hunter works best for.
  
  The last set of subclasses are focused on aquatic or marine
  campaigns. They often focus around water and some are out
  of place or even weakened if placed in a landlocked or desert
  game setting. These subclasses are the Path of the Bleeding
  Earth, College of Sirens, Ocean Domain, Circle of Tides,
  Corsair, Way of the Fisherman, Oath of the Deep, Diver
  Conclave, Ruins Explorer, Saltborn Origin, Leviathan Patron,
  and School of Elements.
  The Ocean Domain, Circle of Tides, Oath of the Deep, and
  Diver Conclave all need water present for their class abilities
  to function. Others can work out of water, and some, such as
  the Path of the Bleeding Earth even works better out of water
  than inside it. These work best for settings that are mostly
  underwater or that have a lot of sailing or coastal travel, and
  are generally inappropriate for desert worlds such as Dark
  Sun.
  103
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  
  
  
  Deep beneath the surface of the water, where the weak-willed
  fear to tread, the great magma vents bleed heat and life into
  the otherwise cold depths. Most who reside there are
  creatures of stealth and cunning ingenuity, such as the Steam
  Gnomes and their domed cities, but that is not the life for all.
  For some, they believe these vents are a place to be protected,
  and revered, for they bleed life back into the ocean, and those
  who protect them long enough eventually become changed to
  reflect the primal strength of the magma. The Fetekyerm were
  the first to master the Path of the Bleeding Earth, but they
  soon spread the rare power to others throughout the world,
  causing those who live in tepid waters to tremble at their
  blazing fury.
  In battle, a barbarian of the Bleeding Earth can summon
  the power of pure heat and and smog to assist them in
  combat. Even being near a Barbarian of the Bleeding Earth
  will harm an enemy, as their rage manifests in boiling,
  blistering heat.
  
  Due to your association with the primal magic of magma, your
  blood boils and glows red when you enter a rage. While
  raging, you have resistance to fire and cold damage, and any
  creature who starts their turn within 10 feet of you (apart
  from you) must make a Constitution saving throw or take fire
  damage equal to your Rage damage.
  Your saving throw DC for this ability is equal to 8 + your
  proficiency + your Constitution modifier.
  
  At 6th level, you learn to manipulate the primal forces of the
  earth. You can use an action to cause magma to explode from
  a single, 5 foot square of stone, earth, dirt, silt, or sand,
  creating a geyser of magma in a cylinder 20 feet high and 5
  feet in radius. Any creature within the area must make a
  Dexterity saving throw or take 3d12 fire damage and be set on
  fire (taking an additional 1d6 fire damage at the beginning of
  every turn on fire, requiring an action to put out), or taking half
  damage and not being ignited on a successful save. The DC
  equals 8 + your Constitution + your proficiency bonus.
  The magma damage increases at certain levels- 4d12 at 10th
  level, 5d12 at 14th level, and 6d12 at 18th level.
  Once you use this ability, you must wait until you complete a
  short or long rest to use it again. When you use this ability, it
  counts as dealing damage with an attack for the purposes of
  maintaining your rage.
  
  At 10th level, you learn to use heat and smoke to magically
  fuel your body. You no longer need to eat or sleep, so long as
  you are nearby a hot fire or another, similar heat source for at
  least 10 minutes a day. If you do not get this heat, you must
  sleep and eat as normal.
  
  At 14th level, you embody the flames of the earth. While
  raging, you are immune to fire and cold damage.
  Additionally, when you hit with a weapon attack, you choose
  to make the attack deal fire damage instead of the weapon’s
  damage type. If you do this, you can choose to instantly end
  your rage and augment the attack with a powerful fiery
  explosion. The target takes an additional 3d12 fire damage
  and must make a Strength saving throw or be knocked back
  15 feet away from you.
  Your saving throw DC for this ability is equal to 8 + your
  proficiency bonus + your Constitution modifier.
  If you end a rage this way, you cannot move, rage again, or
  use Eruption until the end of your next turn.
  
  Some barbarians see their rage not as a  
  means of destruction, but as tool to bring about  
  absolute Darkness. These invaders of shadow, known as
  Darkwraiths, fight with a deliberate yet brutal precision, and
  can siphon the very life force from foes using a forbidden
  technique known as Lifedrain.
  
  When you choose this Subclass at level 3, you gain proficiency
  with a Dark Hand, a unique, magical shield from the Darkness
  that allows you to siphon life from your enemies. If you lose
  your Dark Hand, you can perform a 10 minute ritual in
  complete darkness to create a new one.
  The Dark Hand's statistics are in the Exotic Weapons
  secion of the document.
  104
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  
  Beginning at 3rd level, whenever you enter your Rage, you can
  use a bonus action to choose select a single creature within
  60 feet of you that you can see as your prey. For as long as
  your prey is within 60 feet of you, you are engaged in combat
  with it, and it is alive, you remain in your Rage even if you
  would end your rage for any reason except falling
  unconscious.
  Additionally, when you make a melee weapon attack against
  your prey, you may also use a Bonus Action on that same turn
  to make a Lifedrain attack with your equipped Dark Hand.
  
  Beginning at 6th level, whenever you enter a rage, you have
  resistance to necrotic and radiant damage, and you can see in
  non-magical and magical darkness for 60 feet.
  
  At 10th level, you may cast the Contact Other Plane and
  Scrying spells as a ritual, using only your Dark Hand as a
  material component that is not consumed. You may only do so
  if you are in complete darkness, and your Scrying spell fails if
  your target is not in darkness.
  You may use each spell once in this way, regaining all uses
  after completing a long rest.
  
  At 14th level, whenever you are targeted by an attack you can
  see while you are in a rage, you may use your reaction to
  create a 30 foot sphere of darkness centered on yourself. That
  attack then targets any creature of your choice that you can
  see within the sphere of darkness, using the original attack
  roll against you. Your rage then ends.
  This magical darkness remains for 1 minute or until
  dispelled. If you create another sphere of darkness with this
  ability, the previous sphere is immediately dispelled.
  105
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  
  
  
  Those who look onto the College of Sirens from a superficial
  glance might see what they are presumed to be- harmless
  musicians playing dainty tunes in hidden estuaries and lost
  alcoves. Yet, veteran seafarers and knowledgeable scholars
  know the college for what it truly is- a cutthroat assassin
  organization who lures and slays targets by preying on their
  truest dreams and ideals. Enchanting and deceptive, the
  College of Sirens is equally skilled in the art of poison and
  songwriting, which are both required to silence and slay a
  target they wish. However, not all Sirens are terrible- some
  use their enchanting skills as spies and investigators, looking
  into a person’s true desires and intentions with naught but a
  glance.
  
  As a Siren Bard, you gain proficiency in the Poisoner’s kit.
  
  Additionally at level 3, learning to sing subtly and to entrance
  others, whenever an enemy within 60 feet that can hear you is
  forced to make a Saving Throw against being charmed or
  poisoned, you can use your reaction and a bardic inspiration
  die to reduce their result by the amount rolled on the
  inspiration die. You do not need to use a reaction if they are
  being charmed or poisoned by your spell or ability.
  
  Additionally at level 3, your training as an expert poisoner has
  allowed you to craft special poisons using a magically
  conjured lotus from the Feywild. You learn one Lotus Poison
  from the list below, and can choose to craft one Lotus Poison
  when you complete a long rest. You can craft more doses of
  Lotus Poison as you gain Bard levels- 2 at level 9, 3 at level 14,
  and 4 at level 19. When you create one of the potions below,
  you decide whether it is an injury, contact, inhaled, or ingested.
  You learn one more Lotus Poison Formula at level 5, 11, 16,
  and 20. The saving throw for all of these poisons is always
  your Bard Spellcasting DC. Unused poisons lose potency after
  you complete a long rest or make a new batch of Lotus
  Poisons.
  Dark Love. This dark purple poison has a red stripe around
  its side and smells like juniper berries. This poison requires a
  Charisma Saving Throw. On a failure, the victim is poisoned,
  and while poisoned they believe they are madly in love and are
  charmed by the first creature it sees before taking a long rest.
  At the end of each minute, the creature may make the
  Charisma Saving Throw again, ending the poison and
  knowing they were magically charmed on a success. If they
  fail three times, the poison lasts until they complete a long
  rest.
  Mute Rose. This light pink poison has a floral scent that
  seems to numb the nose and throat when inhaled. This poison
  requires a Constitution Saving throw. On a failure, the target
  is poisoned for 1 minute, and while poisoned in this way, they
  cannot speak or perform verbal components for spells.
  They may attempt this saving throw again at the end of each
  of their turns, ending the poison on a success.
  Feywild Flux. This clear poison smells occasionally like
  morning dew and at other times like rotting vegetation. This
  requires a Wisdom Saving Throw. On a failed save, the target
  is poisoned for 1 minute, and while poisoned in this way,
  appears to be blinking in and out of time. At the beginning of
  each turn the creature is poisoned, they magically age 1d10
  years. At the end of each of their turns, they may remake the
  Wisdom Saving Throw, ending the poisoned effect on a
  success. After the poison is gone, the age of the creature
  returns to normal at a rate of 1 year per minute. Fey creatures
  or with the fey ancestry feature are immune to this poison.
  Hemlock Ooze.* This poison is thick, scent less, and an
  opaque, black color. This poison requires a Constitution
  Saving throw. On a failure, the target takes 2d8 + your
  Charisma Modifier poison damage, or half as much on a failed
  save. This damage increases as you gain Bard levels, to 3d8 at
  6th level, 4d8 at 8th level, 5d8 at 10th level, 6d8 at 12th level,
  7d8 at 14th level, and 8d8 at 16th level.
  Lost Time.* This brown poison has a small black vine
  floating in it. This requires an Intelligence Saving Throw. On a
  failure, the target forgets the last minute and charmed until
  the end of your next turn. While the creature is charmed in
  this way, you or any ally can use an Action before the end of
  your next turn to give a succinct explanation that will fill in the
  gap of their memory. The target makes a Wisdom (Insight)
  check against the creature who wishes to modify the target’s
  memory’s Charisma (Deception) check. If the explanation is
  not logically possible, the target automatically succeeds. If the
  target fails, they believe the false explanation as real and do
  everything they can to rationalize it.
  Elemental Hunter. This poison is multicolored with a
  spiced scent. When you create this poison, choose one
  damage type that is not slashing, bludgeoning, or piercing.
  This poison requires a Constitution Saving throw. On failure,
  the target becomes poisoned until the end of the poisoner’s
  next turn. While poisoned in this way, they lose immunity and
  any Absorption features and instead gain resistance to the
  given elemental damage type. If they did not have immunity
  but rather resistance, they lose that instead.
  Witch’s Brew.* This purple poison has a black eye floating in
  it. This requires a Charisma Saving throw. On a failed save,
  the target is poisoned for 1 minute, and while poisoned in this
  way, has disadvantage on any saving throws made against
  curses or effects that would frighten them.
  Eye Cloud. This poison has a black top and white bottom,
  and smells like ocean air. When you create this poison, choose
  either sunlight or darkness. This requires a Constitution
  Saving Throw. On a failure, the target is poisoned for 1
  minute, and while poisoned in this way, either gains the
  Sunlight Sensitivity trait if you chose Sunlight or has their
  dark vision reduced by 120 feet. The target can attempt the
  saving throw at the end of each of their turns, ending the
  effect on a successful save.
  
  At 6th level, you can use an action to weave a magical song
  that is imbued with the effects of a single poison you have in
  your possession, forcing targets to hallucinate the effects of
  the toxin in their system. Using this ability consumes the
  poison.
  106
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  When you sing, the target must make a Charisma Saving
  Throw equal to the Saving Throw of the poison or your Bard
  spell DC, whichever is higher. On a failure, they suffer the
  effects of the poison, with several small alterations- firstly, any
  damage dealt is considered psychic damage, instead of poison
  damage. Secondly, the creature is considered charmed
  instead of poisoned, although they still show the symptoms of
  the poisoned condition while charmed in this way. Thirdly, a
  creature who is immune to poison normally is not immune to
  this ability.
  A creature who knows you are trying to charm them
  automatically saves from this ability, and a creature who is
  immune to charm is immune to this ability. You cannot have
  multiple Poisoned Lyrics affecting a single creature at the
  same time, and you must drop the effects of one poison to
  attempt to apply the other.
  
  At 14th level, your song allows complete dominion over
  others, you may use your reaction to cause a creature within
  60 feet of you who can hear you to fail a saving throw made to
  end a charmed condition.
  Additionally, creatures who are charmed by you with spells
  or abilities that break as soon as you or your allies do anything
  harmful to it, as with the Charm Person spell, instead make
  their saving throw again if they are harmed by you or your
  allies, only ending the condition on a success, instead of
  breaking the spell entirely
  
  The ancient city of Oolacile holds many secrets, not the least
  of which is the secret to Chromatic magic- bardic magics that
  manipulate a spectrum of light and magical color. These Dusk
  bards are tricksters and illusionists, and many of their magics
  are used to confound and reflect the magic of other
  spellcasters.
  
  Beginning at 3rd level, whenever an ally uses your Bardic
  Inspiration, they become a beacon of light. Any creature
  within 60 feet of that ally that used your Inspiration that can
  see your ally must succeed on a Dexterity saving throw or be
  blinded until the end of that ally's turn. Your ally can choose to
  suppress this effect. A creature who does not rely on sight to
  see cannot be blinded in this way. A creature with the Sunlight
  Sensitivity trait has disadvantage on this Dexterity saving
  throw.
  The ally that uses this ability then emits bright light for 60
  feet and dim light for another 60 feet until the beginning of
  their next turn.
  
  Additionally at 3rd level, whenever a creature you can see
  within 120 feet of you uses your Bardic Inspiration, you may
  use your reaction to cause yourself to blend into the
  environment, the light bending around you and allowing
  yourself to mimic the form of a single object. You may also use
  this ability immediately after casting any Bard spell of 1st level
  or higher.
  Choose an object that you have seen within 300 feet of your
  location that is roughly your size. You take the illusory form of
  that object, allowing you to gain a bonus to all Stealth checks
  equal to your Charisma modifier. This Chameleon lasts for 1
  minute or you take any actions or bonus actions other than
  Hide, though you can still move stealthily while in your
  Chameleon form.
  This can be used in tandem with your Brilliant Inspiration-
  if a creature is blinded by that ability, you may make a
  Dexterity (Stealth) check as you transform into your
  Chameleon form. If you succeed against their Wisdom
  (Perception) check, then they do not realize that you have
  transformed unless you have transformed into a very
  obviously out of place object.
  You may use this ability twice, regaining all uses after
  completing a long rest.
  
  Beginning at level 6, you may use a bonus action to cause your
  weapons to become slightly transparent and ethereal. Until
  the beginning of your next turn, your weapon attacks have a
  bonus to attack and deal additional Force damage equal to
  your Charisma modifier, as you have a hidden blade that
  extends from your weapons into your attacks.
  
  Beginning at level 14, you have learned to bend reality
  alongside light in order to deflect magic. As an Action, you can
  bring up a wall of shimmering distortions around you, twisting
  reality. While you have your Twisted Wall of Light up, and you
  are targeted by a magical attack or spell that targets only you,
  roll a d6. On a 6, the spell fails, and any involved spell slots are
  lost.
  If you attempt to cast a spell while inside your wall of light,
  you must also roll a d6 after casting. On a 6, your spell fails.
  This ability lasts until you are incapacitated or until you
  dismiss it as an Action.
  107
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  
  
  
  Find Matthew Mercer's Blood Hunter class here.
   
  Long before the oldest blood hunter orders were founded,
  there was a small sect of hunters who met together in dusty
  workshops filled with the iron scent of monstrous blood.
  Inspired by ancient Gnomes and Dwarven technology, these
  hunters forged alchemically-bound weapons of bone and
  sinew to fight against a great threat.
  This great threat has never been revealed, since the Old
  Hunters dissapeared into the harvest moon not long after
  setting out to fight it, and any who get too close to finding the
  answer find themselves lost in the mind-sundering expanse of
  the far realm, and they must abandon their search for the
  Workshop's history- or become lost in a terrible Nightmare.
  However, some creatures have come to the Material Plane
  from the terrible Nightmare. These are the founders of the
  Order of the Workshop, who aim to recover the ancient
  knowledge of the Old Hunters and make their weapons anew.
  
  Beginning at 3rd level, you gain proficiency with Trick
  Weapons and Tinker's Tools, and you may use your Tinker's
  Tools to craft and repair your Trick weapons.
  You may also use your Alchemy Kit and Tinker's Tools in
  tandem to craft Quicksilver bullets for Bloodtinge weapons. At
  the end of a long rest, you may craft 10 Quicksilver bullets by
  combining rare metals and your own blood. Due to their
  volatile and mutable nature, you can only carry a maximum
  10 Quicksilver bullets safely on your body.
  
  You have learned some functions of the ancient hunters'
  weapons, and you have gained the insight into how they can
  be forged.
  Beginning at 3rd level, choose one Uncanny Weapon,
  choosing from the Hunter's Saif, Saw Cleaver, Hunter's Axe,
  and Threaded Cane, and one Bloodtinge Weapon, choosing
  from the Hunter's Pistol or Hunter's Blunderbuss. You must
  fulfill any prerequisites of a weapon before you can learn a
  new one.
  You learn how to craft one additional Uncanny or
  Bloodtinge Weapon at level 7 and 15. You may learn how to
  craft one Lost weapon at level 11, and you may learn how to
  craft any three Trick or Bloodtinge Weapons or any one Lost
  weapon at level 18.
  It is assumed that you have been working on these designs
  for a long time, and you have just finished your first prototype.
  You may craft a Trick weapon by spending the amount of gold,
  time, and materials described in the weapon's description.
  The list of Trick weapons in the Trick weapons section of this
  document.
  
  Beginning at 3rd level, you have learned how to fight like the
  Old Hunters.
  You can wield an Uncanny or Lost Weapon in one hand and
  a Bloodtinge weapon in the other. While you are fighting in
  this way, you may use your reaction to make one ranged
  weapon attack with your Bloodtinge weapon when a creature
  targets you with an attack. You can only attack enemies in this
  way if they are within your first range increment. Apart from
  this reaction, you may only make an attack with your
  Bloodtinge weapon as an Attack action, unless both your
  weapons are light or you have the Dual Wielder feat.
  As a bonus action, you may transform one of your weapons
  or to revert one of your weapons back to its original form.
  When you do so, the weapon changes into its Transformed
  form, which is techincally a different weapon altogether. If a
  Weapon does not have the Transformed property, it cannot be
  transformed. A weapon retains its Rite when you Transform it
  and when you revert it back to its original form.
  
  Eventually, the mad insight of the Nightmare seeped into the
  workshop hunters, and a mad genius arose. This hunter,
  whose name is lost to time, crafted runes which emblazon
  themselves onto the minds of the wearers.
  At 7th level, you inscribe one Nightmare Rune into your
  mind, choosing from the list below. You can change your
  Nightmare Rune for another one whenever you gain a level in
  this class.
  Oedon
  An ancient rune that is the name of a Great Old One, Oedon
  was an original patron to the Old Hunters and taught them to
  craft Quicksilver bullets.
  While you have this rune inscribed, you may use a Bonus
  Action and expend 1 hit die to recover your stock of
  Quicksilver bullets. Alternatively, you can choose to take
  damage equal to your Rite damage to gain this effect.
  Beast
  The mad creatures the Old Hunters fought were terrible
  abominations, but much can be learned from imbibing their
  blood. So came about the forbidden rune of the Beast, an evil
  neccessity to destroy their quarry.
  Wile you have this rune inscribed, you know the Primal
  Savagery cantrip. When you deal damage with this cantrip,
  you can choose to add either your Strength or Wisdom score
  to the resulting damage. Your spellcasting ability is your
  Wisdom.
  Lake
  The endless expanse of the Nightmare permeates the mind of
  its hunters, and nothing exemplifies this more than the lake. It
  is said that one of the Great Old Ones lives at the bottom of
  the Nightmare lake, an ancient creature of might and
  madness.
  While you have this rune inscribed, you have 1 additional
  maximum hit point for every Blood Hunter level you have.
  These maximum hit points are lost if you change this rune.
  Hunter
  The symbol of the swift hunter, it is said the first of the Blood
  Hunters bore this rune to their death. The Hunter Rune only
  manifests in those with great courage and skill, and beasts
  fear the swift bladesmen who wield it.
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  While you have inscribed this rune, you become swift and can
  dodge with a uncanny grace. Whenever you make an attack
  with your Bloodtinge weapon as a reaction, you may also
  move up to half your movement in any direction you choose as
  part of that same reaction. You do not incur attacks of
  opportunity from creatures you attack in this manner.
  Clawmark
  An ancient and primal rune, and the first Nightmare rune
  forged, the Clawmark grants you a boon of savagery to your
  attacks.
  When you deal damage to an enemy on a critical hit, you
  may reroll any damage die you choose and you must use the
  second roll.
  
  At 11th level, you have learned to fight with your weapons in a
  swift and fluid manner. Whenever you take the Attack action,
  you may use your Bonus Action to immediately
  transform/revert your Trick weapon and make one melee
  attack with it.
  You may use this ability a number of times equal to your
  Wisdom modifier, to a minimum of 1. You regain all expended
  uses after a long rest.
  
  At 15th level, you can imbibe yourself with the blood of your
  enemies in order to heal your immediate wounds. If you have
  taken damage since your last turn in combat, you may attempt
  to steal some health from others. Whenever you deal damage
  with a weapon attack, you may choose to recover a number of
  hit points equal to half the damage you dealt.
  These drained hit points cannot exceed the amount of
  damage you took since your last turn. You cannot recover hit
  points beyond your maximum hit points with this ability. You
  may only make a Blood Rally once per turn.
  
  At 18th level, you have become the epitome of the ancient
  Blood Hunters. You may use your Fluid Combat ability an
  unlimited number of times.
  Insight: Learning to Craft new Trick
  Weapons
  Workshop hunters have a keen sense for those who
  have knowledge of crafting new Trick weapons.
  They are unlikely to find any new Trick weapons in
  the world unless they go to the Nightmare, but a
  Workshop Hunter can tap into a special item called
  Madman's Knowledge to learn new blueprints for
  Trick Weapons.
  If a Workshop Hunter can find the skull of a
  sentient creature touched by the Nightmare, there
  is a chance that it will be infested with an alien
  force simply called Insight. By imbibing that force
  into their veins, a Workshop Hunter can learn
  secrets of the Nightmare, including a chance to
  learn a new Weapon blueprint. The DM determines
  what Insight you obtain from the madman.
  You generally cannot learn a Lore blueprint from
  these creatures unless the skull belonged to a
  creature of CR 20 or higher.
  When you imbibe yourself with Insight, you must
  make a DC 15 Wisdom saving throw or be afflicted
  with a Short­Term Madness. If you fail the saving
  throw by 5 or more, you are afflicted with a Long­
  Term Madness. If you roll a natural 1 on your saving
  throw, you are afflicted with a Permanent Madness.
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  
  
  
  Dragons are amongst the oldest inhabitants of this world, and
  some clerics find themselves drawn to their worship. Some
  worship Bahamut, the Platinum Dragon, or Tiamat, the
  Scaled Tyrant, or any of the colorless, stone dragons of ages
  past. Clerics of the Dragon domain vary widely on the type of
  god they embody, but are similar in many ways. They prefer to
  horde things, albeit knowledge, allies, or gold, and they often
  find glory in battle fighting against their ancient foes, the
  Dragon Slayers or Giants. Dragon clerics are rare and often
  isolated to Dragonborn clans, and their motives can seem
  strange or cold to outsiders.
  Dragon Domain Spells
  Cleric Level
  Spells
  1st
  Absorb Elements, Cause Fear
  3rd
  Dragon's Breath, Alter Self
  5th
  Elemental Weapon, Fear
  7th
  Elemental Bane, Stoneskin
  9th
  Holy Weapon, Transmute Rock
  
  Beginning at 1st level, you gain proficiency with Martial
  Weapons. Additionally, you can speak, read, and write
  Draconic.
  
  Beginning at 1st level, you have become more Draconic, your
  skin layered with scales or hardening into stone-like hide.
  These blessings are proportional to your faith, making your
  Armor Class while wearing no armor 10 + your Dexterity
  modifier + your Wisdom modifier. You may still wield a shield
  and gain this benefit.
  
  Beginning at 1st level, you can roar like a dragon to push
  enemies away and grant yourself a surge of power. As an
  Bonus Action, you may let out a bellowing roar audible for
  300 feet. Any creature within 5 feet of you must succeed on a
  Strength saving throw or be shoved 5 feet away from you.
  Until the beginning of your next turn, whenever you deal
  damage, you may choose to deal an additional 1d4 thunder
  damage as well. This thunder damage increases as you gain
  Cleric levels, increasing to 1d6 at level 5, 1d8 at level 11, and
  1d10 at level 17.
  You may use this ability a number of times equal to your
  Wisdom modifier, regaining all uses after completing a long
  rest.
  
  Beginning at level 2, you can use your Channel Divinity to
  channel the resilience of the dragons. As an Action, you may
  use your Channel Divinity to choose a single damage type. You
  have resistance to that damage type until the end  
  of your next turn.
  
  Beginning at level 6, your roar grants you a burst of frenzied
  speed. Whenever you use your Dragon's Roar, you may take
  two weapon attacks if you take the Attack action on the same
  turn.
  
  Beginning at level 8, you gain the ability to infuse your weapon
  strikes with the booming energy of your roar. 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 thunder damage
  (your choice) to the target. When you reach 14th level, the
  extra damage increases to 2d8.
  
  Beginning at level 17, you can use an Action to become more
  dragon-like, gaining a draconic head and horns. While in this
  state, you gain resistance to slashing, bludgeoning, fire, cold,
  and thunder damage. However, you also gain weakness to
  piercing and lightning damage. This form remains unti you
  choose to revert to your normal form as an Action.
  
  The gods of the Oceans are many and varied, but they often
  value the importance of trade and respect amongst
  civilizations. Many Ocean clerics find themselves as
  ambassadors and tradesmen, respected people who spend
  much time on the sea traveling from country to country, coast
  to coast, bringing peace and goodwill to all before setting back
  out.
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  The clerics and gods of the Ocean are generally good and
  lawful creatures, and oppose the savage gods of the seas, such
  as Sekolah or Scylla. Almost any Lawful or Good deity
  worshiped by those in the ocean (such as Eadro or Makara)
  can serve for the Ocean domain, as well as gods of storms and
  the seas such as Poseidon and Thor. Some Ocean clerics
  derive their magic from no god, but simply the massive power
  of the ocean itself, and its ability to sustain life so purely.
  Ocean Domain Spells
  Cleric Level Spells
  1st
  Create or Destroy Water, Armor of Agathys
  3rd
  Misty Step, Shatter
  5th
  Water Breathing, Water Walk
  7th
  Ice Storm, Control Water
  9th
  Cone of Cold, Commune with Nature
  
  You become proficient with Vehicles (Water) if you weren't
  already.
  You also gain proficiency in your choice of two of the
  following skills: Acrobatics, Athletics, Medicine, Nature,
  Performance, and Persuasion.
  
  Due to your connection with the Ocean, you can use an action
  to cause one of three Ocean Commands. The saving throw for
  these is your spell saving throw. You can use this ability a
  number of times equal to your Wisdom modifier, regaining all
  uses after completing a long rest.
  Ocean Command: Calm Waters
  You extend your holy symbol and cause a small burst of
  energy to come forth, calming rough waters in your sight. A
  number of 10 foot cubes of water equal to your Wisdom
  modifier + your level are effected. The squares must be
  connected by at least one side. The waters stay calm for 1
  hour or until you lose concentration (as if concentrating on a
  spell).
  Ocean Command: Anger Waters
  You extend your holy symbol and cause a small burst of
  energy to come forth, roughing calm waters in your sight. A
  number of 10 foot cubes of water equal to your Wisdom
  modifier + your level are effected. The squares must be
  connected by at least one side. The waters stay rough for 1
  hour or until you lose concentration (as if concentrating on a
  spell). Rough water is considered difficult terrain. Any
  creature in angered waters at the beggining of their turn who
  does not have a swimming speed must make a Strength
  saving throw or have its swimming speed reduced to 0 for the
  duration. They can attempt to remake this saving throw at the
  end of each of their turns, ending the effect on them for their
  turn on a success.
  Ocean Command: Freeze/Melt Waters
  You extend your holy symbol and let out a wave of energy,
  causing the surface of any water or wet surface to become
  frozen, or vice versa. You can freeze/melt a number
  unoccupied of 5 foot squares of surface water equal to your
  Wisdom modifier + your level. The squares must be connected
  by at least one side. The waters freeze or melt to a depth of 1
  foot, or they affect all the water if it is shallower. A creature
  who attempts to move on the icy surface Dexterity saving
  throw or fall prone. A creature who is prone automatically
  succeeds on this throw. The ice can support up to 200 lbs of
  weight. This ability melts magical ice created by a spells who's
  level is lower or equal to half your cleric level (rounded down).
  You cannot melt magically created ice at level 1.
  
  At level 2, when a character is severely injured, you can invoke
  the blessings of water to heal them. While using this channel
  divinity, you can using a bonus action and one vial of holy
  water (which you must be able to touch when using this
  ability), you can heal a creature within 30 feet of you a number
  of hit points equal to your cleric level + your wisdom modifier.
  
  Additionally at level 2, you gain proficiency with an alchemist’s
  kit, if you did not already have it.
  During a short rest, you can spend time crafting a single vial
  of holy water, which costs 10 GP and at least 1 hour to make.
  You must have fresh water and your holy symbol during the
  crafting process to make a vial of holy water.
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  
  At 6th level, you can channel the Ocean's fury into a creature
  within 60 feet of you that you see. Raising your holy symbol
  towards a single enemy, you can use your action to invoke a
  terrible Curse of Drowning. The curse fills the enemy’s lungs
  with watery brine, causing them to begin to drown if they
  need to breathe. A creature who is targeted by this ability
  immediately begin suffocating. While they are suffocating this
  way, they cannot cast spells with Verbal components, they are
  restrained, their speed is 0, and they lifted 1 foot off into the
  air, as if suspended in water.
  A conscious target can attempt to weaken the Curse by
  succeeding on a Constitution saving throw at the end of each
  their turns, ending its effect once succeeding 3 times. If they
  fail 3 saving throws, they cannot attempt to save again for a
  number of minutes equal to your Wisdom modifier.
  The Curse ends if you move, take any actions, or cast any
  spells. This ability requires concentration like a spell, and can
  be broken by taking damage or by unstable conditions. This
  ability can suffocate a creature even if it can normally breathe
  underwater.
  
  At 8th level, you add your Wisdom modifier to the damage you
  deal with any cleric cantrip.
  
  At 17th level, you have become almost elemental in your
  kinship with the ocean. You gain a swimming speed equal to
  twice your movement speed.
  You have also become able to call the ocean to your aid. As
  an action, you can magically expand any amount of water you
  see within 300 feet of you up to 6 times its original volume.
  This water cannot break past strong walls such as stone or
  iron, but if it is compressed enough it can explode through
  glass windows, weak wooden walls, or other weak structures.
  Water expanded this way is always saltwater, as you pull from
  the Elemental Plane of Water to create the excess water.
  After 1 hour, the flood water magically fades away. Once you
  use this ability, you cannot use it again until you complete a
  long rest.
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  
  
  
  When the Witches of Izalith attempted to recreate the First
  Flame, it cause a terrible meltdown of intense life that
  consumed the ancient city of Izalith, turning it into a molten
  wasteland and its inhabitants into terribly mutated beasts
  known as Chaos Demons. However, some druids find these
  Chaos Demons to be the true evolution of things, and strive to
  bring about similar catastrophes as the catastrophe at Lost
  Izalith, so that they may recreate the its life-forging flames.
  These druids use the powers of magma and terrible, Chaos
  Wild Shapes to instill panic and awe in their foes.
  
  When you choose this Circle at level 2, you gain access to a
  unique flame called a Pyromancy Flame. You can use a bonus
  action to summon this small seed of flame in your hand, and
  you may use a free action to dismiss it. While holding it, it
  emits dim light for 10 feet, and you may use it as a Druidic
  Focus for any Druid spell that has the Pyromancy subtype.
  Choose 1 cantrip from any class that has the Pyromancy
  subtype. While you have this flame equipped, you know that
  cantrip as a Druid cantrip. This does not count against the
  amount of Druid cantrips you know.
  
  Additionally at level 2, you have a pool of d6s equal to 1 + your
  Druid level that represent your attunement to the magma of
  the Bed of Chaos. Whenever you deal damage with a Druid
  spell that has the Pyromancy subtype while you have your
  Pyromancy Flame equipped, you may use a Bonus Action to
  cause a surge of magma to well up under the feet of the
  creature who was harmed. Choose a creature who was
  harmed by that spell and set aside a number of available d6s
  that is no more than half your druid level.
  At the beginning of that creature's turn, magma wells up
  from under their feet or around them. They must succeed on a
  Dexterity saving throw or take fire damage equal to the
  amount of d6s set aside earlier. They take no damage on a
  success.
  You recover all expended d6s after completing a short rest.
  
  At 6th level, you have learned new techniques for your
  Pyromancy Flame. Choose two spells that have the
  Pyromancy subtype that are of a level that you have spell slots
  for. While you have your Pyromancy Flame equipped, you may
  cast them as Druid spells. They do not count against your
  number of Druid spells Prepared.
  Additionally, you can use your Molten Chaos die to simulate
  spell slots when casting a spell of 1st level or higher that has
  the Pyromancy subtype. To do so, spend a Molten Chaos die
  per level of the slot that is simulated- for example, if you
  wanted to cast Flaming Sphere at 2nd level, you would need
  to spend 2 Molten Chaos die. You cannot simulate spell slots
  of 6th level or higher, nor can you simulate a spell slot of a
  higher level than you can cast.
  Once you simulate any spell slot in this way, you cannot do
  so again until you complete a long rest.
  
  At 10th level, whenever you enter into a Wild Shape into a
  creature that is your size or larger, you can choose to instead
  to take the form of a Chaos Demon. You become a horrible
  mutation that is spewing superheated lava and blood, with a
  body of the beast you transformed into and the torso of your
  humanoid form. While in this form, you have all the regular
  benefits of a Wild Shape, as well as:
  Your size is always at least Large.
  When you enter into this form, you may expend any
  number of Molten Chaos die to gain temporary hit points
  equal to the amount rolled.
  You have resistance to fire, poison, and acid damage.
  Your natural weapons are considered magical, and deal
  either fire, poison, or acid damage, your choice when you
  enter your Wild Shape, instead of their usual damage type,
  and deal an additional 1d8 of your chosen damage type on
  a hit.
  You may gesture, speak, wield weapons, and otherwise use
  your upper torso as you normally would with this form. You
  may only cast spells using you Pyromancy Flame, however,
  and therefore can only cast spells with the Pyromancy
  subtype.
  
  At 14th level, whenever you kill a creature with a Druid spell
  with that has the Pyromancy subtype and you have your
  Pyromancy Flame equipped, you may use your reaction to
  siphon its life essence to power your Chaos Form. When you
  do so, you regain 4 Molten Chaos die.
  Once you use this ability, you cannot use it again until you
  complete a short rest.
  PART 1 | CIRCLE OF THE TIDES
  113
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  
  The Circle of the Tides is considered more lax than other
  druid circles, but many do not see beneath the surface of their
  laid back attitude. Great wardens of the oceans and tellers of
  secrets, these druids meet in organized events along the
  coasts and discuss the natural balance of the world, sending
  remote members messages through migration patterns and
  tidal omens, and revealing hidden messages of the world
  through interpreting the world’s omens to them.
  Their network of Druidic messages is intricate and well
  organized, and they can send messages over long distance
  using the magic of the tides at their disposal. Connecting the
  druidic world, the Tide Circle druids work along closely with
  those of the Circle of the Moon to ensure no monster, marine
  or land, ever attains full control of an ecosystem, and have
  adapted a unique, watery mimicry of the Moon Druid's
  Combat Wild Shapes.
  
  So long as you are nearby to a large body of water, you can sit
  down and magically meditate on a single event. After 1 hour of
  meditation, you can pass your soul through the leylines of the
  water, connecting you to a wealth of knowledge other druids
  or animals have discovered. While connected this way, you can
  send a magical Omen to any other creature who is connected
  to a large body of water, so long as they are on the same plane
  of existence, or you can summon the omen for yourself.
  Omens manipulate nature in strange ways to help or hinder
  others on your behalf. Some omens are have certain
  prerequisites, or larger areas than a single target. You know
  one omen, learning one more at levels 5 and 13. You can only
  use one omen every 24 hours. A creature is not immune to
  Omens even if it is immune to divination magic. When you
  gain a level in any class, you can choose to switch one omen
  out for another.
  All Omens are listed at the end of the Subclass description.
  
  When you use your Wild Shape, you can use your bonus
  action to animate a single liter of water within 5 feet of you.
  The water magically jumps up and forms into the watery
  duplicate of the same creature you transformed into with your
  Wild Shape. This creature is considered a Water Elemental
  for the purposes of spells and abilities. It cannot speak, but
  has the same statistics as the creature it is based off of. The
  creature is slightly visible underwater, but due to its blending
  nature has advantage on stealth checks while underwater.
  When you attack or cast a Druid cantrip with a casting time
  of 1 action, you can immediately command your duplicate to
  make a single attack as a bonus action. Your duplicate can
  move whenever you move, and immediately dissipates into
  mist if it moves more than 120 feet from you. If you drop your
  Wild Shape for any reason, your duplicate immediately
  dissipates into mist. If targeted by a Dispel Magic spell, the
  caster must meet its AC in the spellcasting ability check to
  dispel it.
  
  At 6th level, your Duplicate becomes more powerful. Your
  attacks with your Duplicate count as magical for the purposes
  of overcoming damage resistance and immunities.
  Additionally, you can cast cantrips and activate any spell you
  are concentrating on through your duplicate, even if you are
  still in beast form. Your range for your duplicate extends to
  240 feet.
  
  At 10th level, you can summon your duplicate as a bonus
  action without going into Wild Shape. You can summon your
  Duplicate this way a number of times equal to your Wisdom
  modifier.
  Additionally, your duplicate can use its Multiattack feature
  when you command it to attack if it has one.
  
  At 14th level, you have become naturally adept at very
  powerful divination magic through your Circle. Choose one
  level 5 or lower divination spell from any class. You can cast
  that spell once without requiring material components, apart
  than one liter of water, which is consumed in the process.
  The spell is considered a Druid spell when you cast it using
  this feature. Once you use this feature, you cannot use it again
  until you finish a long rest.
  
  Unmask Foe. You attempt to discover a clue about the
  identity of a creature you have heard about. You learn a single
  clue about the creature through the forest, usually by cryptic
  messages determined by the DM (for instance, the identity of
  a drow enemy might be discovered by a sparrow dropping a
  live spider at your feet, a clue about Lolth, the patron goddess
  of the drow). The creature makes a Charisma saving throw,
  versus your spell save. If they succeed, the water in front of
  you turns blood-red with a sudden algal bloom that fades away
  swiftly, and you can no longer glean any more information
  about that creature with this omen until a year has passed.
  Reveal Danger. You attempt to reveal the most immediate
  danger to you or a creature you know who is the target of your
  Omen. If the danger is very immediate or very close, such as
  an assassin hidden in the group or a meteor hurtling towards
  them as they speak, the water swiftly turns blood-red with an
  algal bloom. If the danger is more distant, you gain a hint as to
  when or what might befall you through a cryptic image
  shimmering in the water. This hint is usually not directly of
  the danger, but of something pertaining to it (for instance, a
  character who is being hunted by an archer might be shown
  an arrow or a bow, but not the archer themselves).
  If you use this more than once on the same target before
  the prophesied danger or 2 weeks have passed, there is a
  cumulative 25% chance that the clue will be false or
  misleading. The DM makes this percentile roll and you do not
  see the result.
  Foretell Bounty. You look to a single range of coastal area
  or water no longer than 5 miles, and wish for the fish and
  other animals to become bountiful in that area for a number
  of weeks equal to half your Druid level. If the animals are
  being driven out by some force, such as an evil creature’s lair,
  you are given a direct vision of the lair or a direct clue to what
  the reason might be, but not shown directly the reason.
  Otherwise, fish and plants thrive along that area. The omen
  fails if attempted on the same swathe of coast within the same
  year.
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  Astral Alignment. You create a map of constellations atop the
  waves, designating yourself or your target to gain a modicum
  of protection from the stars. The target of the omen gains
  advantage on the next saving throw they make of a randomly
  determined type (d6: 1- Strength; 2- Dexterity; 3- Constitution;
  4- Intelligence; 5- Wisdom; 6- Charisma).
  Once the character makes that kind of saving throw, or once
  3 days have passed, the effect fades. You cannot use this omen
  again until the effect fades.
  Send Omen. Instead of trying to invoke an omen from
  nature, you attempt to send one to another creature in the
  form of a natural image, such as having a swarm of ravens
  appear nearby or having the moon turn red for only that
  creature. If the creature is within 5 miles of a large body of
  water, they immediately get the omen. Otherwise, there is a
  25% chance the omen will not come through. The DM makes
  this percentile check in secret.
  Sent omens can only last for a minute at most, and can only
  target a single creature or a single group of creatures who are
  within 1 mile of each other. The number of creatures who can
  be affected in a group is equal to your Wisdom modifier + your
  Druid level. These omens can be sent to creatures in other
  planes of existence. You do not need to know which plane of
  existance the target is on to send an omen to them.
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  
  
  
  From across the seas, men and women live on their ships,
  taking to the high seas and learning to fight with what they
  can. Lightly armored and swift on their feet, Corsairs have
  adapted to fighting aboard ship and beneath the waves, if need
  be. They master the use of ships and other seafaring vessels,
  as well as the uncommon maneuvers to move from ship to
  ship. Both pirates and privateers, Corsairs are masters on the
  seas.
  
  Your experience fighting in less than suitable environments
  has allowed you to learn how to use the environment around
  you to your advantage. You learn two arena abilities, choosing
  from the list below. These abilities reflect your ability to fight
  in certain climes, environments, and situations, granting you
  boons as described in the ability. When an ability calls for you
  causing an enemy to make a saving throw, the DC is equal to 8
  + your proficiency + your Intelligence modifier. All Arena
  Abilities are detailed at the end of the subclass description.
  You gain one more arena ability at level 7, level 10, and at
  level 15.
  
  Beginning at level 7, you gain proficiency with smith’s tools,
  and double your proficiency bonus when using them to repair
  a vehicle.
  Additionally, provided you are not in heavy armor or holding
  something in both hands, you have a climbing speed equal to
  your walking speed, as you can climb masts and rocky ledges
  with ease.
  
  At level 10, you can instruct your allies to fight similarly to you
  in rough environments. While you meet the conditions of one
  of your arena abilities, your allies within 30 feet of you who
  can see or hear you also gain one of those benefits (you
  choose which if you are benefitting from more than one at a
  time).
  
  At 15th level, your rash use of vehicles allows you to fight
  swiftly with them. You gain proficiency with all vehicles. You
  can take the Dash action with your Vehicle as a bonus action
  on your turns.
  After taking the Dash action with a Vehicle, you may use an
  Action to make an Improvised attack against a creature or
  other vehicle by ramming into them. You use your Vehicle
  proficiency + your Intelligence Modifier to hit. On a hit, both
  the vehicle you are driving and the creature or other vehicle
  take 2d8 + your Intelligence modifier bludgeoning damage,
  plus an additional 2d8 bludgeoning damage for each size
  category of your vehicle above Medium. You may choose to
  jump onto the nearest part of the targeted vehicle or next to
  the targeted creature as part of the ramming action, even if
  your vehicle would be destroyed as part of the attack.
  
  At 18th level, you have become an unpredictable enemy on the
  battlefield, using your environment to impede, hide, and
  attack. While you are fighting and you are not incapacitated or
  surprised, you gain the following traits:
  If you have cover against an attack, you take half damage
  on a hit. Additionally, if you have cover against an attack
  that would force you to make a Dexterity saving throw to
  halve damage, such as the spell Fireball or a Red Dragon’s
  Fire Breath, you take no damage on a success and only
  half damage on a failure.
  While you are fighting against an enemy and you have one
  of your Arena Abilities active, you may choose to gain
  advantage on a single weapon attack. You may only use
  this ability once per turn, and only if you didn’t have
  disadvantage on the attack.
  While you are maneuvering a vehicle, you may use the
  Hide action with your vehicle so long as you are behind
  something at least one size larger than your vehicle or you
  are obscured by mist or shadow.
  
  High Ground. While you are at least 10 feet higher than your
  target, you have learned how to strategically place ranged
  attacks. You can add your Intelligence modifier to any ranged
  attack rolls you make against the target.
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  Low Ground. You have learned how to defend yourself and
  others from attacks from above. When you or an ally within 5
  feet of you is attacked with a ranged attack where the attacker
  has high ground (at least 10 feet higher than your location),
  you can use your reaction to impose a penalty to the attack
  equal to your Intelligence modifier. If you have the Protector
  fighting style, you can use that as part of the same reaction.
  Underwater Combat. While you are fighting underwater,
  you can use any weapon or armor without penalty. You can
  hold your breath for twice as long as you normally could, and
  you can Dash as a bonus action underwater.
  Mast Combat. You have learned to use ropes and vines to
  increase your mobility during combat. As a bonus action, you
  can use a climber’s kit or rope and a grappling hook to throw
  and fasten an anchor in a single point within 20 feet of you,
  and you can use your another bonus action or action to swing
  along the rope in an arc, either ending on the ground or on an
  adjacent, elevated platform that is of equal or lower altitude
  than the initial platform.
  If you pass any creature during this swing, they cannot take
  attacks of opportunity against you, and you may make one
  melee weapon attack against each of creature you pass,
  granted you have a one handed weapon equipped. You may
  make this attack a number of times equal to the number of
  attacks you can take in the Attack action. You or another
  creature who is within 5 feet of the rope can use an action to
  attempt a DC 10 Strength check pull your grappling hook out
  of a wall.
  Don't Tell Me the Odds. When you and your immediate
  allies are outnumbered by known hostile creatures, or more
  than half your party is unconscious or dead, you emit an aura
  of resolve to bolster yourself and your allies to get out of a
  tough spot. You and a number of creatures within 30 feet of
  you equal to your Intelligence modifier gain a bonus to
  damage equal to your Intelligence modifier for as long as the
  situation remains out of your favor.
  Every character loses this bonus if you are knocked
  unconscious. If a creature is benefiting from this ability from
  two sources, you only gain the bonus from the creature with
  the highest Intelligence modifier.
  Strength in Numbers. When you and your immediate
  allies outnumber all known hostile creatures by 2 or more, or
  when more than half of the enemies are unconscious or dead,
  you can use a Bonus Action to bolster yourself and your allies
  to finish the job. Until the beginning of your next turn,
  whenever you and a number of creatures within 30 feet of you
  equal to your Intelligence modifier make an attack of
  opportunity, the enemy must succeed on a Strength saving
  throw or either be knocked prone or have their speed reduced
  to 0 (attacker’s choice).
  You maintain this ability for so long as the situation is in
  your favor. Every character loses this bonus if you are knocked
  unconscious.
  Ghost in the Storm. While you are in an area that is
  naturally lightly or heavily obscured, such as by a sandstorm,
  mist, or a spell such as a Fog Cloud, you can take the Hide
  action as a bonus action on your turn, gaining a bonus to your
  stealth check equal to your Intelligence modifier.
  Additionally, you also can see and make Wisdom
  (Perception) and Intelligence (Investigation) checks normally
  in these environments.
  Ooze Hunter. While you are grappled or restrained, you
  never have disadvantage on escape checks, and you gain a
  bonus to those escape checks equal to your Intelligence
  modifier. Additionally, whenever you take acid damage from a
  source you can see, you can use your reaction to reduce the
  damage by 1d12 + your Intelligence modifier.
  Furious Stimulants. While you are poisoned, you can
  choose to instead gain advantage to an attack or ability check
  instead of the disadvantage normally granted by the poisoned
  condition. You may gain advantage on an attack in this
  manner a number of times equal to your Intelligence modifier,
  regaining expended uses after a short or long rest.
  Alternatively, you can expend a use of this ability as a bonus
  action to attempt the saving throw against the poison with a
  bonus equal to your Intelligence modifier. On a successful
  save, the poisoned condition ends.
  When you grant this feature to others using Instructional
  Fighting, they gain a pool of uses of this ability equal to their
  Intelligence modifier, not yours, and they recover their own
  uses after their own short or long rest.
  Out of Body Traveler. You become adept at fighting in the
  Transitive planes, specifically the Ethereal and Astral planes.
  You have advantage on the saves against Ethereal Cyclones
  and the Silver Wind of the Astral Sea. Additionally, while on
  the Border Ethereal plane, such as with the Etherealness
  spell, you can attack or manipulate objects in the Material
  Plane at disadvantage. While in the Astral Plane through an
  Astral Projection or similar spell, you can use your reaction to
  ignore one effect that would cut the PC’s silver cord and kill
  them instantly.
  Planar Adventurer. You are adept at fighting and traveling
  in other planes of existence. While within a plane other than
  the Material, you can choose to ignore adverse planar rules
  while conscious, such as the extreme heat of the Elemental
  plane of Fire, the Memory Loss of the Feywild, or the
  Pervasive Evil of the Nine Hella of Baator. This does not apply
  to Transitive Planes such as the Ethereal or Astral nor does it
  apply to the Far Realms.
  Witch Hunter. You refine your attacks to hunt down
  spellcasters. If you have seen a creature cast a spell before,
  you have advantage on any saving throw that spell may require
  and the spell attacks against you that spell may require are
  made at disadvantage. This does not apply to Innate
  Spellcasting or Spellcasting that does not use any
  components.
  Additionally, when your weapon damage forces a creature
  to make a Concentration check, the DC is increased by an
  amount equal to your Intelligence modifier.
  
  From the Silver Knights of Anor Londo to the legendary 4
  knights of Gwyn, the archetypal Dragon Slayer was brought
  about from necessity. Wielding massive weapons designed to
  knock even the biggest drakes from the air, Dragon Slayers
  each must find themselves a unique weapon and fighting style,
  known as their Dragonbane, to destroy them. 5 major
  Dragonbanes have been discovered so far, but many Dragon
  Slayers dedicate their lives to searching for others...
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  
  Beginning at level 3, your intense training to fight massive foes
  has allowed you to become proficient in 1 Dragonbane
  weapon, choosing from the Dragonbane weapons section
  section of this document. When you gain proficiency with a
  Dragonbane, you are assumed to have forged your own over
  your own time, finishing it just now.
  Special Traits
  Dragonbane weapons each have special properties, based on
  their use in battle.
  Turret. The Greatbow does not use arrows to fire- it uses
  modified javelins. As such, it requires more than a steady
  hand to launch the weapon, it requires the massive bow to be
  steadied in the ground first. A fighter must use an Action to
  set the Greatbow into steady ground before using it to attack.
  A greatbow can rotate 360° and fire up to 45° upwards from
  where it is anchored.
  Additionally, the Greatbow uses your Strength modifier for
  its attack and damage rolls, not Dexterity.
  Whiff. The Dragon Tooth, the massive stone tooth of a
  fossilized dragon, is incredibly powerful, yet it requires
  incredible strength just to lift. If you miss with the Dragon
  Tooth, you cannot make any more attacks until the beginning
  of your next turn, as you must attempt to lift it back up onto
  your back and you are thrown off balance.
  Breaker. The Weighted Spear, a stone spear with a large
  block of granite or similar stone weighted just before the
  spearpoint, is used to drive a stake through tough draconic
  scales. When you deal damage with this weapon against a
  creature, you can use a bonus action on the same turn to force
  that creature to make a Dexterity saving throw. The DC is 8 +
  your proficiency bonus + your Strength modifier. If they fail,
  their AC is lowered by half your proficiency bonus, rounded
  down, for 1 minute.
  This ability can effect Natural AC and AC derived from high
  Dexterity modifiers, but does not stack with itself.
  Leap. A unique, tapered greatsword with a grooved face, the
  fighting style associated with the Wolf Greatsword is
  reminiscent of a hero of old. You may forgo your movement on
  your turn and use your bonus action to make a special long
  jump up to half your movement speed to a point you can see.
  When you land there, you may make an attack with this
  weapon from the place where you landed.
  Moving in this manner does not provoke attacks of
  opportunity.
  Assassin. These innocuously glowing scimitars are lined
  with hollow barbs and serrated edges to assist in delivering
  poisons. Any creature who makes a save against a poison
  inflicted by this weapon makes the save at disadvantage.
  
  Beginning at level 7, your training against draconic breaths
  has granted you some resistance to physical spells. You have
  advantage on all Strength, Dexterity, and Constitution saving
  throws from magical sources.
  
  At 10th level, you learn another Dragonbane to train in, and
  you finish creating a Dragonbane of that type as soon as you
  gain this ability.
  
  Additionally at 10th level, you learn how to use the
  Dragonbane weapons that you are proficient in more
  effeciently, mimicking the fighting styles of the knights of old.
  All Dragonbane weapons you wield that you are proficient
  with gain the following traits on top of their usual Special
  Trait.
  Massive Shot. When you attack with a Greatbow, you may
  use two attacks granted in your Extra Attack to make a special
  Massive Shot attack. When you do so, do not roll an attack
  roll, but instead choose a line 300 feet long and 5 feet wide.
  Any creature within that line must succeed on a Dexterity
  saving throw or take 4d6 + your Strength Modifier piercing
  damage and be knocked away from you 10 feet and knocked
  prone. Creatures who succeed take as much damage and are
  not knocked prone or pushed away. The DC for this ability
  equals 8 + your Proficiency Bonus + your Strength modifier.
  Perseverance. When you are hit by a critical hit while
  conscious and wielding a Dragon Tooth, you may use your
  reaction to activate the perseverance of the dragon’s stone
  scales, changing the critical hit into a normal hit.
  If the attack was from a creature within 5 feet of you that
  you can see, that creature must make a Wisdom Saving
  Throw of a DC equal to 8 + your proficiency bonus + your
  Strength modifier. On a failure, the creature is staggered by
  your force and stunned until the end of your next turn.
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  Swift Breaker. As part of the bonus action made to use your
  Breaker ability with a Weighted Spear, you may also move up
  to your movement speed in straight line in any direction
  without provoking attacks of opportunity.
  Pack Tactics. You gain advantage on any attack roll against
  an enemy with a Wolf Greatsword if you have an ally within 5
  feet of your target.
  Bleed. When you hit a creature at least twice with a Tracer
  before the end of your turn, they begin to bleed. At the
  beginning of their next turn, they must succeed on a
  Constitution Saving Throw against a DC of 8 + your
  proficiency bonus + your Dexterity modifier. On a failure, they
  take 1d4 slashing damage plus an additional 1d4 slashing
  damage equal to the number of times you hit the creature on
  your turn. A creature who does not bleed is immune to this
  ability.
  
  Beginning at 15th level, you can switch from wielding one
  Dragonbane weapon to another in the same free action.
  Additionally, if you have already dealt damage to a creature
  with one Dragonbane weapon you are wielding, you have
  advantage on the first attack on this turn with another
  Dragonbane weapon. You must be proficient with both
  weapons to gain this benefit.
  
  At level 18, you can mark a creature for death when you use
  your Action Surge. When you use your Action Surge, you may
  choose a single creature within 30 feet of you that you can
  see. Any attacks you make against that creature with a
  Dragonbane weapon you have ignore resistances and
  immunity. The creature is considered weak to the damage if
  they weren't already resistant or immune.
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  
  
  
  Monks of the Way of the Fisherman never strike first, but are
  determined to strike last. Basing their technique off of the
  humble fisherman, these monks learn to take a hit and return
  it with twice the force, along with abilities to ensnare and trap
  enemies if they can.
  
  When you choose this tradition at 3rd level, you can use your
  ki to protect yourself against another’s blow. When you are hit
  with an attack, you can use your reaction and spend a Ki point
  to halve the damage of the attack. When you reduce damage
  this way, you gain resistance to the triggering damage type
  until the end of your next turn.
  If you land an attack while you have a Reinforced resistance
  type, you can spend 1-3 Ki points to deal an additional 1d8
  damage of the same type you were resistant to, plus an
  additional 1d8 damage for each Ki point over 1 spent, to a
  maximum of 3d8 total damage. You then lose your resistance
  once you use this Reinforced Strike. At the end of your turn,
  when you would lose Reinforced resistance, you can choose to
  use a Ki point as a free action to retain resistance for one
  more round.
  
  At 6th level, your patient combat style has granted you insight
  into your less patient foes. You can spend an action to enter a
  trance and trace the Ki of a single creature you can see within
  120 feet of you until the beginning of your next turn. Making
  an attack breaks this trance.
  If the creature makes an attack or casts a spell while you
  are observing it, you can attempt to learn the action. You must
  succeed on an Insight check versus the creature’s Deception
  check. If you succeed, the creature has disadvantage to hit you
  with that attack, and you have advantage on any saving throws
  it entails, for the next minute, or until you memorize another
  action. Attack actions with separate weapons or separate
  natural weapons (such as a claw and a bite attack) are
  considered separate attacks for the purposes of this ability. A
  creature who is unaware of your presence has disadvantage
  on their Deception check.
  
  At 11th level, you embody your reinforced element. While you
  are Reinforced with a damage resistance type, you gain a
  specific trait, as determined below.
  Acid. While you are reinforced with Acid, you can use 1 Ki
  point and a bonus action to attempt to dissolve up to a 5 foot
  cube of metal you can see within 30 feet. A construct made of
  metal must make a Dexterity saving throw or take 4d6 acid
  damage, taking half as much on a failed save. You can also
  target a creature’s non-magical, metal armor or weapon,
  instantly lowering its AC by 1 or damage rolls by 1.
  If an armor’s AC is reduced to 10 or a shield’s AC bonus is
  reduced to +0, it is destroyed and dissolves away. A weapon
  which accrues a -5 penalty to damage is destroyed and
  dissolves away.
  Bludgeoning. While you are reinforced with Bludgeoning,
  your melee weapon attacks deal double damage to objects and
  structures.
  Cold. While you are reinforced with Cold, you can use a
  bonus action to levitate your movement speed directly
  upwards or down, riding a cloud of cold mist. If you lose
  resistance to Cold damage while in the air, you fall as if
  affected by the Feather Fall spell.
  Fire. While you are reinforced with Fire, you can use an
  action and 3 Ki points to summon a Fire Elemental, as with
  the Conjure Elementals spell. The elemental stays even if you
  are not reinforced by Fire, and does turn hostile if your
  concentration is broken, as per the spell description. You then
  lose resistance to Fire damage granted by Reinforcement.
  Force. While you are reinforced with Force, you can a
  bonus action and 1 Ki point to create a small arcane shield
  around you, granting you a +2 bonus to AC until the beginning
  of your next turn.
  Lightning. While you are reinforced with Lightning, you
  can use a bonus action and 1 Ki point to move extremely fast
  in a line to a single point within 120 feet. Attacks of
  opportunity made against you as a result of this movement are
  made at disadvantage.
  There does not need to be solid ground beneath you during
  the entire length of the movement, but you need to start and
  end on solid ground or the ability fails.
  Necrotic. If you kill a creature while reinforced with
  Necrotic damage, you may spend 2 Ki Points to animate the
  creature as a Shadow under your control. Your Shadow rolls
  its own Initiative in combat, but you choose its actions and
  movements on its turn. This shadow fades after 1 hour has
  passed, until it moves 120 feet away from you, until you create
  a new Shadow using this ability, or until you use a bonus
  action to dismiss it.
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  The shadow you summon in this manner is slightly more
  powerful due to its reinforced nature. It has temporary hit
  points equal to 1d8, plus an additional 1d8 for each of your
  monk levels; its bonus to hit and damage with its Strength
  Drain ability equals your bonus to hit and damage with your
  Unarmed Strikes, and its AC equals yours.
  Piercing. While you are resistant to piercing damage, any
  creature who deals damage to you from an attack instantly
  takes 1d4 + 1 piercing damage, provided you are not knocked
  unconscious from that attack.
  Poison. While you are resistant to poison damage, you can
  use an action and a Ki point to create a cloud of black, toxic
  smog centered on yourself, expanding to cover a 20-foot
  radius. Any creature inside the cloud apart from you cannot
  breathe, and the area is considered heavily obscured.
  A heavy wind can disperse the cloud, while light gusts can
  move it at 15 feet a round. After creating a cloud with this
  ability, you lose resistance to Poison damage granted by
  Reinforcement.
  Psychic. While you are resistant to psychic damage, you
  can use an action and 2 Ki point to cast Detect Thoughts, with
  your Save DC equaling your Ki Save DC. You then lose
  resistance to Psychic damage granted by Reinforcement. Your
  spellcasting modifier for this spell is Wisdom.
  Radiant. While you are resistant to radiant damage, you
  can use your action and 1-3 Ki points to heal yourself or a
  creature within 30 feet of you a number of hit points equal to
  1d6 + your Wisdom modifier, plus an additional 1d6 per Ki
  point spent. You then lose resistance to Radiant damage
  granted by Reinforcement.
  Slashing. While you are resistant to slashing damage, can
  spend a bonus action and 2 Ki points to cast Spiritual Weapon
  as a 2nd level spell, with your Save DC equaling Ki Save DC.
  You then lose resistance to Slashing damage granted by
  Reinforcement. Your spellcasting modifier for this spell is
  Wisdom.
  Thunder. While resistant to Thunder damage, you can
  chose for a creature who takes damage from your unarmed
  strike to attempt to succeed on a Strength saving throw or be
  knocked 5 feet away from you.
  The targeted creature automatically fails this saving throw
  if you choose to deal Thunder damage on your unarmed strike
  and therefore end your Reinforcement.
  
  At 17th level, you have perfected the ability to absorb enemy’s
  blows. When you use your Reinforcement feature, you gain
  immunity rather than resistance to the type of damage
  Reinforced, although you still take half damage to the initial
  blow. Additionally, when you use your Reinforced strikes
  feature, you ignore any resistances the target might have, and
  they still take half damage if they are immune.
  
  When a crossbreed monstrosity that held no place in this
  world was born to the gods, the lord of Sunlight
  commissioned his master painter to create a magical prison
  for the creature, so that word of its existence would not
  escape into his realms. In doing so, the painter created the
  Painted World of Ariamis, the first of many Aria paintings, and
  the crossbreed ruled over it for many decades.
  Ever since then, Arias have been painted, burnt, and
  repainted again, transforming from prisons to safe havens for
  the lost and forlorn. However, these forlorn souls needed
  protection, for invaders would find their ways into the Arias to
  torment the lost souls. As such, the Way of the Painted World
  were born, soldiers who use scythes and frost magic in
  tandem to peacefully drive away invaders.
  
  When you choose this tradition at level 3, your training in the
  Arias has granted you a unique form of combat, allowing you
  to gain proficiency in the Scythe, which counts as a Monk
  weapon for you. You also gain proficiency in Painter's Tools.
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  
  Additionally at level 3, when you hit a creature with one of the
  attacks granted by your Flurry of Blows, you may spend 2 Ki
  to begin to freeze its body. That creature must succeed on a
  Constitution saving throw or have its body begin to be covered
  in magical frost. While it is covered in this frost, its movement
  speed is halved, it cannot take reactions, and it may only make
  either one Action or Bonus Action per turn.
  This effect lasts for 1 minute, until the creature takes any
  fire damage, or until you lose concentration (as if you were
  concentrating on a spell). A creature who is immune to cold
  damage is immune to this ability.
  Additionally, you gain the Frostbite cantrip if you did not
  already know it. Wisdom is your spellcasting ability for it.
  
  At level 6, you may use an Action and 2 Ki to have frost and
  snow swirl around you for 30 feet, attempting to hide you
  from your enemies. Any creature within the blizzard must
  succeed on a Wisdom (Perception) check against your either
  your Dexterity (Stealth) check, your choice. If you succeed, you
  are invisible to that creature for as long as it remains inside
  the blizzard and you are inside the blizzard. The creature can
  attempt this Perception vs. Stealth check as an action on its
  turn.
  This blizzard lasts for 1 minute or until you take damage. It
  ends early if you create another hidden blizzard with this
  ability.
  
  At level 11, you have mastered a special attack created by the
  first inhabitant of the Painted Worlds.
  When you take the Attack action with a Monk Weapon you
  are proficient in, you may forgo one of your attacks granted by
  Extra Attack to turn a remaining attack into special Lifehunt
  attack. On a hit, you drain the creature's health, and you gain
  temporary hit points equal to the damage dealt, rounded
  down.
  
  At level 17, you can create your own painted world to protect
  yourself in. Using your Painter's Kit, you may spend time and
  gold painting your own Painted World, which is a demiplane
  of variable size that is always cold but safe. The Painting costs
  1000 gp in rare paints and inks for every 1 square foot for the
  painting. The size of the demiplane is directly linked to the
  size of the painting itself, being 100 cubic feet per 1 square
  foot of painting, in any form you choose. The Painted World
  always is not populated once created, but has any structures
  that were painted in the original painting. Once complete, you
  may step through the painting into a place in the demiplane
  that would logically have the view the painting provides.
  A creature who tries to enter or exit this demiplane through
  the demiplane or plane shift spells must succeed on an
  Intelligence Saving Throw against your Ki Save DC or their
  spells fail, they take 3d12 cold damage, and they cannot cast
  any other conjuration spells for 1 minute. Casting dispel
  magic on the Painting ceases its function as a portal for 1
  minute.
  Whenever you deal damage to a creature with an attack or
  spell, you may use a bonus action and spend 4 Ki points on the
  same turn to attempt to banish it into a painting that has a
  portal intact. The creature must succeed on a Charisma
  saving throw. On a failure, they are instantly teleported to a
  place in your Painting that is on solid ground. If they find the
  portal out of the painted world, they reappear in the space
  they were banished. If you create another magical painting,
  the previous painted world's portal is instantly destroyed and
  any creatures or objects that were inside are scattered across
  the Astral Sea.
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  
  
  
  The dark sun, Gwyndolin, was captain to a loyal company of
  knights that fought to preserve the age of light. They would
  travel the world, even to other planes of existence, to destroy
  places where the Dark would take hold and to hunt down
  those whose sin bring on the dark. When forces of shadow
  would take hold in the world, the Blades of the Darkmoon are
  there to break that hold, and protect those who might be
  harmed by it.
  Tenets of the Darkmoon
  The tenets of the Darkmoon are ancient accords revolving
  around keeping people from straying on the path of light, so
  that the Dark will not gain hold over them. They care little for
  law or chaos, only that the people they protect stay kind, and
  they therefore turn towards Neutral Good more often than
  not.
  Push back the Dark. Through vigilance and steel, I must
  always prevent the Dark from taking hold in this world.
  Protect the Light. I must protect those whose souls are
  bright and innocent, for they are the true wards against
  darkness.
  Hunt down Sinners. Once given a quarry, I must find the
  sinner and bring his soul to justice. Leaving a single dark soul
  will infect this world, and bring about evil.
  Kindness. I must always be compassionate, even towards
  those infected by the Dark. They were once bright souls, too.
  Oath Spells
  You gain oath spells at the Paladin levels listed.
  Paladin Level
  Spells
  3rd
  Hex, Compelled Duel
  5th
  Moonbeam, Warding Bond
  9th
  Life Transference, Remove Curse
  13th
  Death Ward, Shadow of Moil
  17th
  Wall of Light, Banishing Smite
  
  When you take this Oath at 3rd level, you gain the following
  two Channel Divinity options.
  Darkmoon Blade. As an action, you can imbue your
  weapon with the mystical power of the moon. For 1 minute,
  you add your Charisma modifier to damage rolls made with
  that weapon (with a minimum bonus of +1). The weapon also
  emits dim light in a 20 foot radius. If the weapon is not
  already magical, it becomes magical for the duration.
  You can end this effect on your turn as part of any other
  action. If you are no longer holding or carrying this weapon,
  or if you fall unconscious, this effect ends.
  Vow of Protection. As a bonus action, you may designate a
  single willing creature within 30 feet of you as your Ward. For
  the next minute, whenever your Ward is within 5 feet of you,
  they gain a bonus to AC equal to your Charisma modifier. If
  you are not within 5 feet of you, you may use a bonus action
  on your turn to teleport up to 60 feet directly towards your
  Ward, ending this teleportation within 5 feet of it.
  If you would teleport into an occupied space, you are
  knocked prone back into the nearest unoccupied space and
  the Vow of Protection ends early.
  
  Beginning at 7th level, you can transmit some of your latent
  power to your allies. Whenever you deal damage with your
  Divine Smite, you may choose a single ally within 10 feet of
  you. Their weapons begin to glow with moonlight energy, and
  their next weapon attack before the beginning of your next
  turn deals an additional 1d8 radiant damage if it hits.
  Regardless of whether the attack hits or misses, the effect
  then fades.
  If you smite using a spell slot of 3rd level or higher, your ally
  deals 2d8 instead of 1d8 radiant damage.
  
  Beginning at level 15, enemies cannot easily harm your allies
  near you. Whenever an enemy attempts to attack an ally
  within 5 feet of you while you are aware of it, it has
  disadvantage on the attack, as your protective aura confounds
  its attack.
  This effect does not take place if you are incapacitated or if
  you were not aware of the source of the attack.
  
  At 20th level, you can use an Action to become a beacon of
  hope and light, a creature to protect the meek- a Blue Sentinel.
  For 1 minute, your body is covered in a blue, shining aura that
  emits dim light for 10 feet.
  While you are emanating this light, whenever you make an
  attack against a creature, any number of allies within 30 feet
  of you who can see you may use their reaction to make an
  attack as well. Additionally, your attack rolls gain a bonus to
  hit equal to the number of allies you can see within 30 feet of
  you.
  Once you use this feature, you cannot use it again until you
  complete a long rest.
  
  The Oath of the Deep is most likely the oldest oath a paladin
  can swear, predating the days of dragons and giants. These
  paladins, known as Deepbringers, are bent on protecting their
  ancient rites- to protect the ocean, to shun the sun, and to
  bring peace between the land-striders and the deep-dwellers.
  Pale lanterns in the inky darkness, the Deepbringer will
  protect the world with a cold vigilance, serving his term until
  his life expires.
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  Tenets of the Deep
  The tenents of the Deep are ancient words that are only heard
  in the deepest Triton and Mer communities. Martyrs and
  knowledge seekers at heart, the tenants of the deep are a
  selfless sacrifice to protect the sun-lit world.
  Knowledge. Knowledge of the enemy is the only way to
  completely destroy them. Seek knowledge where you can, use
  it to ensure the terrors of the Deep remain sealed away from
  both the eyes and memories of the innocent.
  Shun the Sun. The Sun is not for you to live in, despite
  where your travels may take you- that is the price of those who
  ensure the world’s safety. Always return to the deep sea.
  Stomp out Evil. Protect others from evil creatures,
  regardless of who the evil creature is.
  Be their Light. Become a beacon of knowledge and
  goodness for others to follow. It is only through great acts may
  others lead great lives.
  Oath Spells
  You gain Oath Spells at the Paladin levels listed.
  Paladin Level
  Spells
  3rd
  Identify, Mental Thorn°
  5th
  Enhance Ability, Mana Leech°
  9th
  Psyche Drain°, Water Breathing
  13th
  Control Water, Arcane Eye
  17th
  Modify Memory, Legend Lore
  
  You gain the following two Channel Divinity options.
  Drain Mind. You use your channel divinity to attempt to
  steal the mental fortitude of a single creature within 5 feet of
  you. The creature must make an Intelligence saving throw. If
  the creature fails its saving throw, its intelligence is reduced
  by 2d6 + your Charisma modifier for 1 hour. If its intelligence
  is reduced to 0, it falls into a catatonic state for the duration.
  Your intelligence score temporarily increases by half the
  drained fortitude, until an hour has passed. This temporary
  increase can go past the normal limit 20 points.
  Turn the Unthinkable. You use your holy symbol to create
  a pale light that emanates dim light for 30 feet around you, the
  ancient bane of the Deep Horrors. Any Aberration or Fiend
  within 30 feet of you must make a Wisdom saving throw. On a
  failure, the creature is turned for 1 minute.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  If the creature’s true form is concealed by an illusion,
  shapeshifting, or other effect, that form is revealed while it is
  turned.
  
  At 7th level, you and friendly creatures within 10 feet of you
  are immune to confusing effects, such as by the Confusion
  spell, are immune to all short term madness, and gain
  advantage on all saves against other forms of madness.
  At 18th level, the range of this aura increases to 30 feet.
  
  At 15th level, you can sense the basic intentions of a creature
  you have drained. When you attack a creature who is affected
  by your Drain Mind ability, you have advantage on the attack,
  since you know their strategies and have some of their
  knowledge.
  Additionally, you gain any saving throw and language
  proficiencies of the creature you have drained for as long as
  you have its temporary Intelligence points.
  
  Using your Action, you can assume the form of the truest deep
  sentinel- the Pale Lantern. Your flesh turns a dull grey or blue,
  a cloak of shadow billows around your feet and arms, and
  your weapons and armor emanates dim light for 60 feet in any
  direction.
  For one minute you gain the following properties:
  You gain a swim speed of 60 feet.
  You know the alignment, true identity, thoughts, and
  emotions of any creature touched by the pale light. It also
  reveals the true forms of any creatures or objects it
  touches. The light dispels any magical illusions, invisibility,
  or darkness it touches.
  If a creature tries to target you with an attack or spell, they
  must succeed on an Intelligence saving throw or become
  dazed for the remainder of their turn. Spells that are
  prevented from being cast in this way to not use a spell
  slot. A creature inside the pale light makes this saving
  throw at disadvantage.
  Once you use this feature, you can't use it again until you
  finish a long rest.
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  
  
  
  When the legendary Wolf Knight entered into the Abyss to
  fight the Dark, but only his loyal wolf made it out, many saw
  the dangers the realms of chaos pose. As such, the Wolf
  Knight's most loyal followers began to train to fight against
  the horrors of the Abyss, learning in time to fight with swift
  and coordinated movements, adopting a swift combat style
  that resembles a pack of predators surrounding their prey.
  In more recent years, some Abyss Watchers have begun
  specializing in fighting creatures that do not hail from the
  Dark, as the organization has slowly deteriorated.
  
  When you choose this archetype at 3rd level, you have learned
  to fight in the ways of the Abyss Watchers. You learn 2 Legion
  Flourishes, choosing from the list below. You can only use a
  Legion Flourish as a reaction whenever a creature within the
  Flourish range is either reduced to 1/2 their maximum hit
  points or whenever they take damage while they are at half hit
  points. You learn one more Flourish of your choice when you
  reach levels 7, 11, and 15.
  You may only use your Flourishes a number of times equal
  to your Wisdom modifier, regaining all expended uses after
  completing a short or long rest.
  For the purposes of these Flourishes, the Bloodied
  condition is when a creature is at 1/2 or lower hit points. If
  your DM did not previously tell you when you lower an enemy
  to 1/2 hit points, you gain the ability to discern whether a
  creature is bloodied or not due to your training.
  Follow-Up Strike. Whenever a creature within 15 feet of
  you becomes bloodied or takes damage while bloodied, you
  may use your reaction to move up to 15 feet towards the
  creature and make a single melee weapon attack against it.
  Farron Flashsword. Whenever a creature within 5 feet of
  you becomes bloodied or takes damage while bloodied, you
  may use your reaction to swiftly slash outwards with a flurry
  of ethereal blades. That creature must succeed on a Dexterity
  saving throw or take 2d6 force damage, taking half as much
  on a success.
  This force damage increases at certain Ranger levels, to
  3d6 at level 6, 4d6 at level 11, and 5d6 at level 16
  Retreating Strike. Whenever a creature within 5 feet of
  you becomes bloodied or takes damage while bloodied, you
  may use your reaction to make a single melee weapon attack
  against it, and then immediately move 15 feet in a direction
  you choose. This movement does not provoke attacks of
  opportunity.
  Farron Dart. Whenever a creature within 30 feet of you
  becomes bloodied or takes damage while bloodied, you may
  use your reaction to cause a single, spectral dart to swiftly
  slam into it. Make a ranged spell attack, using Wisdom as
  your spellcasting ability. This dart deals 1d4 force damage.
  This force damage increases at higher levels, to 2d4 at level
  6, 3d4 at level 11, and 4d4 at level 16.
  Ranged Strike. Whenever a creature within the first range
  increment of a ranged weapon you are holding becomes
  bloodied or takes damage while bloodied, you may make a
  single ranged weapon attack against it using your weapon.
  Maneuver. Whenever a creature within 60 feet of you
  becomes bloodied or takes damage while bloodied, you may
  move up to your movement speed as a reaction. You ignore
  difficult terrain while moving in this way.
  Reactive Dodge. Whenever a creature within 60 feet of you
  becomes bloodied or takes damage while bloodied, you may
  use your reaction to enter a defensive stance, granting all
  attacks you can see disadvantage against you until the
  beginning of your next turn.
  Tactical Rally. Whenever a creature within 120 feet of you
  becomes bloodied or takes damage while bloodied, you may
  use your reaction to cause an ally within 5 feet of the bloodied
  creature to gain temporary hit points equal to your Wisdom
  modifier.
  Spellbreaker. Whenever a creature within 30 feet of you
  becomes bloodied or takes damage while bloodied, you may
  use your reaction to magically interrupt their spellcasting.
  That creature must succeed on a Wisdom saving throw or
  immediately lose concentration and be unable to cast spells or
  use abilities that require concentration until the end of their
  next turn.
  Mental Resolve. Whenever a creature within 30 feet of you
  becomes bloodied or takes damage while bloodied, you may
  use your reaction to end any frightened or charmed condition
  you had upon yourself.
  
  (This applies to the UA Ranger only- all PHB ranger gain
  Extra Attack at this level.) 
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  Beginning at 7th level, whenever you use a reaction, you gain a
  bonus to AC equal to your Wisdom modifier until the
  beginning of your next turn.
  
  Beginning at level 11, you may react more swiftly to any
  attacks. As a bonus action on your turn, you may choose to
  prepare yourself for others to attack. When you do so, you
  may take two reactions instead of one before the beginning of
  your next turn.
  
  At level 15, you harness the fury of of the Abyss Watchers.
  Whenever you reduce a creature to 0 hit points or knock a
  creature unconscious, you can choose to regain all expended
  uses of your Legion's Flourish.
  Once you use this ability, you may not use it again until you
  have completed a long rest.
  125
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  
  The Diver archetype is given to the Rangers who dare to
  explore the unexplored, to plunge into the cloudy depths with
  sharp wit and sharper blade. They stand at the great precipice
  of the world, facing the drop-off of the grand continental
  shelves, and they stare to the bottomless pit of the deep ocean
  without fear. Stalwart in their defense, Divers learn to
  navigate careful cave systems and fell lairs to track down
  lurking monsters, and to charm nearby animals into fighting
  alongside them.
  Diver Spells
  Starting at 3rd level, you learn additional spells when you
  reach certain levels in this class, as shown on the Diver Spells
  table. The spell counts as a Ranger spell for you, but it doesn't
  count against the number of Ranger spells you know.
  Ranger Level
  Spells
  3rd
  Find Familiar
  5th
  Animal Messenger
  9th
  Water Breathing
  13th
  Dominate Beast
  17th
  Hold Monster
  
  At 3rd level, you learn the secret of other Divers. You can
  invoke a magical ritual for one hour, imbuing a single, non-
  magical gem, pearl, crystal, or other valuable with a unique
  enchantment. This object, while within 30 feet of you, allows
  you to breathe and cast verbal components for spells
  underwater. You can use this object as your Druidic Focus.
  If object is destroyed, you can spend 1 hour and 10 GP
  crafting a new Diving Focus.
  
  Additionally at 3rd level, you have learned to implore nature to
  assist you in both combat and in searching for help. You can
  spend a minute to call forth the surrounding wildlife to assist
  you, magically summoning some from the Feywild or Feytides
  if there are none within 5 miles of you. You can only create
  wildlife that would be native to your environment (e.g, you
  could summon a swarm of rats in an urban sewers, or a reef
  shark while underwater).
  When you summon a creature in this way, you may give them
  one command, choosing from the list below, which they follow
  until completion, until they move more than 300 feet away
  from you, or until this charm effect ends for them. You have a
  pool of CR that you can designate the beast or swarm to be,
  starting at 1 CR, and you can always summon CR 0 creatures.
  You restore all points of challenge rating after a long rest. For
  example, you can summon a creature that is Challenge rating
  ½, then you can summon two challenge rating ¼ creatures,
  along with any number of CR 0 creatures. CR 0 creatures
  summoned cannot be used in combat.
  Animals immune to charm effects or who have an
  Intelligence of 4 or higher are immune to this ability. You
  maintain this charm over the creature(s) for a number of
  hours equal to your Ranger level. The charm fades if you or
  one of your allies attacks the creature or until 4 hours have
  passed since you summoned it, in which case it would act in a
  manner appropriate for its species.
  You can maintain simultaneous charm over a number of
  creatures equal to your Wisdom modifier. Your CR pool for
  summoning beasts increases to 1½ at level 6, 2 at level 10, and
  3 at level 14.
  
  Seek Object or Creature. The summoned creature stays in
  the periphery, searching within the 300 foot radius for a single
  object or creature who you must describe to it. It gains
  advantage on this search if you have a piece of the creature or
  object, such as a lock of hair, or if you can somehow speak and
  describe the object to it, perhaps with the Speak with Animals
  and Plants spell. The animal sends you a telepathic location of
  the object once it finds it, then is freed of the charm and acts
  as it would naturally.
  Protect. The summoned creature stays nearby you,
  determined to protect you and your party. In combat, it has its
  own initiative count and attacks any creature who has shown
  itself to be aggressive towards one of the creatures it is
  designated to protect. It protects until it dies, the charm ends,
  or it becomes separated from the caster by more than 300
  feet. A CR 0 creature will not obey this command.
  Besiege. The summoned creature attacks a sealed
  structure or container within 300 feet of you that you can see
  and that you designate to them. They do so until they have
  busted open a sizable opening large enough for the largest
  one of your companions or until they bust open a part of the
  structure you designate that is no larger than a 5 foot radius
  circle. They then are freed of their charm and act as they
  would normally.
  126
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  
  (This applies to the UA Ranger only- all PHB ranger gain
  Extra Attack at this level.) 
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At 7th level, you have adapted your fighting tactics to allow you
  to use your Ally to full defensive advantage. When you are
  within 5 feet of one of your Nature’s Allies, you can use Dodge,
  Help, or Disengage as a bonus action.
  
  At 11th level, when you or one of your Nature’s Allies hits with
  an attack of opportunity, the target must make a Strength
  saving throw versus your spell save DC or have their
  movement speed immediately reduced to 0 until the
  beginning of your next turn.
  
  At 15th level, when an enemy would hit you with an attack or
  spell that targets a single creature, you can use your reaction
  to magically switch places with one of your Nature’s Allies if it
  is within 30 feet of you. The enemy’s attack automatically hits
  your ally, regardless of your ally’s AC. The ally makes their
  spell save at disadvantage.
  You can also use this ability to switch yourself if one of your
  Nature’s Allies is targeted with an attack, with the same
  conditions applicable to you.
  Summoned Creatures
  There are many tables that list the amount of
  creatures in an area, but I would suggest using the
  list of Known Wild Shapes in Xanathar's Guide to
  Everything (p. 24), since it isolates common beasts
  by CR and environment.
  127
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  
  
  
  You have learned the skills to seek out treasure deep beneath
  the sea. You are at home searching through the reef-encrusted
  bellies of long-lost galleons, or sneaking through the decks of
  a barnacle-ridden ghost ship.
  Using a combination of natural magic and strong
  swimming, you find yourself easily able to find these long-lost
  wrecks- and to survive the dangers within.
  
  When you reach 3rd level, you gain the ability to cast spells.
  See chapter 10 for the general rules of spellcasting and
  chapter 11 for the druid and ranger spell list.
  Cantrips. You learn 3 cantrips of your choice from the
  Druid spell list. You learn another Druid cantrip of your choice
  at 10th level.
  Spell Slots. The Ruins Explorer table shows how many
  spell slots you have to cast your spells of first level or higher.
  To cast one of these spells, you must expend a spell slot of the
  spell’s level or higher. You regain all expended spell slots when
  you finish a long rest. For example, if you know the 1st-level
  spell Detect Magic, and have a 1st-level and a 2nd-level spell
  slot available, you can cast Detect Magic with either slot.
  Spells Known of 1st-Level or Higher. You know three 1st-
  level druid or ranger spells of your choice, two of which must
  be from the Divination or Transmutation spells on the druid
  spell list.
  The Spells Known Column of the Ruins Explorer
  Spellcasting table shows when you learn more druid or
  ranger spells of 1st level or higher. Each of these spells must
  be a divination or transmutation spell of your choice, and
  must be of a level for which you have spell slots. For instance,
  when you reach 7th level in this class, you can learn one new
  spell of 1st or second level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of your druid or ranger spells with another spell of your choice
  from the druid spell list. The new spell must be of a level for
  which you have spell slots, and it must be a divination or
  transmutation spell, unless you are replacing a spell gained at
  8th, 14th, or 20th level.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid or ranger spells, since you gain these spells
  through a connection with the wilds around you. You use your
  Wisdom modifier whenever a spell refers to your spellcasting
  ability. In addition, you use your Wisdom modifier when
  setting the saving throw DC for a druid or ranger spell you
  cast and when making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Spell Attack Modifier = your proficiency bonus + your
  Wisdom modifier
  Ruins Explorer Spellcasting
  Level
  Cantrips
  Spells Known
  1st 2nd 3rd 4th
  3rd
  3
  3
  2
  –
  –
  –
  4th
  3
  4
  3
  –
  –
  –
  5th
  3
  4
  3
  –
  –
  –
  6th
  3
  4
  3
  –
  –
  –
  7th
  3
  5
  4
  2
  –
  –
  8th
  3
  6
  4
  2
  –
  –
  9th
  3
  6
  4
  2
  –
  –
  10th
  4
  7
  4
  3
  –
  –
  11th
  4
  8
  4
  3
  –
  –
  12th
  4
  8
  4
  3
  –
  –
  13th
  4
  9
  4
  3
  2
  –
  14th
  4
  10
  4
  3
  2
  –
  15th
  4
  10
  4
  3
  2
  –
  16th
  4
  11
  4
  3
  3
  –
  17th
  4
  11
  4
  3
  3
  –
  18th
  4
  11
  4
  3
  3
  –
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  
  Due to your crafty mind and ability to manipulate basic magic,
  you can use Spell Scrolls and magic items from any class,
  although you still must meet the spellcasting level of a spell
  scroll or have to make a spellcasting ability check, using your
  Wisdom modifier as your spellcasting ability.
  Additionally, you can use your bonus action granted by your
  Cunning Action to use a spell scroll or activate a magical item
  with an activation time of 1 action.
  
  At 9th level, due to your manipulation of natural magic, you
  have learned to change yourself to fit your environment. You
  know the Alter Self spell, and it does not count against the
  Ruins Explorer spells you know.
  Additionally, when you cast Alter Self, you become
  camouflaged, gaining the effect described below.
  Camouflage. You blend into the environment around you.
  While you are not moving, you gain a bonus to your stealth
  checks equal to your spellcasting ability modifier, and you can
  attempt hide so long as no creature is actively looking at you,
  blending into the environment around you.
  This does not affect creatures who are not depending on
  sight to sense you.
  128
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  
  At 13th level, after training heavily in the magics of foresight,
  you have learned when a creature will be vulnerable, and how
  to telepathically communicate that weak spot to an ally. When
  an ally within 30 feet of you attacks a creature you can see
  within 120 feet of you, you can use your reaction to grant the
  attack, if it hits, your sneak attack damage as if they were a
  rogue of your rogue level. They must have the regular
  prerequisites to add sneak attack damage (such as being
  hidden from that enemy or having another hostile creature
  adjacent to it).
  You can use this feature a number of times equal to your
  Wisdom modifier. You regain all uses of Instruction after a
  long rest.
  
  At 17th level, due to your extensive experience with finding
  and stealing magical artifacts, You have advantage on Sleight
  of Hand checks made to steal or pickpocket a magical item,
  spell scroll, potion, or other magical object, and can do so as a
  bonus action granted by your Cunning Action. Additionally,
  whenever you successfully steal a magical item, you can use
  your reaction to instantly end the owner’s attunement to the
  object (if any) and instantly attune yourself to the object (if
  required).
  When you attune to an object in this way, you instantly know
  how to use the object or artifact, although if it is an object that
  requires Awakening, it is attuned Dormant to you. If you
  already have three objects attuned to you, you can designate
  one to un-attune to once succeeding with this ability. You do
  not reveal curses in objects by attuning in this way.
  
  Sen's Fortress is a maze of dart traps and swinging axes that
  has confounded travelers for centuries. Although most find
  the place distasteful, some rogues found themselves
  fascinated with its design and construction. These are the
  Trapmasters, rogues who use both magical transmutation and
  ingenious invention to create traps for thier foes on the
  battlefield. Oftentimes these rogues travel with adventuring
  parties not just to disarm the traps they might come across,
  but to study them as well, so that they might advance their
  craft through them.
  
  When you choose this archetype at level 3, you gain
  proficiency with tinker's tools and alchemist's tools.
  129
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  
  You have learned to craft magical traps, and store them in
  small objects for later use. Whenever you finish a long rest,
  you may choose to infuse any Trap into an object no larger
  than a 5 foot cube that is within 5 feet of you at the end of your
  rest. When it is activated, the object is destroyed and turned
  into the trap you infused into it. Any unused infused traps fade
  after completing a Long Rest, making the storage object
  mundane once again. You may select any of the Traps
  described below to infuse.
  You are able to infuse more objects with traps at higher
  Rogue levels, gaining one more at levels 6, 11, 15, and 18.
  Trap Save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Trap attack modifier = your proficiency bonus +
  your Intelligence modifier
      Arcing Blades. You infuse the essence of Sen’s famous
  pendulum blades. As an Action, you may speak a command
  word and throw the infused object up to a wall, ceiling, or floor
  within 20 feet of you. Then, arcing blades swing from that
  point in a 10 foot, 180° arc.
  Any creature who is in that arc when it is created, whenever
  they begin their turn there, or whenever they attempt to pass
  through it, they must succeed on a Dexterity saving throw or
  take your sneak attack value in slashing damage. The arcing
  blades last for 1 hour or until you dismiss them as a bonus
  action. A creature adjacent to the point of impact may use an
  action to attempt to disarm the trap with a Thieves' Tools
  (Dexterity) check against this Trap DC.
  Avaricious Beast. You learn an ancient art of creating
  artificial Mimics to protect your possessions. You infuse a
  small item with the potential for magically creating a mimic.
  You may only create one Avaricious Beast trap at a time. As an
  Action, you may place the item inside of a container or on an
  object no larger than a 5 foot cube. The trap is expended and,
  after six seconds have passed, it turns the container into a
  mimic for the duration.
  The mimic does not move or attack until opened or until a
  creature tries to pick its lock. You may only create one mimic
  per long rest. If you create a new mimic, any previous ones are
  dispelled and the container that they were disappear and it’s
  contents drop to the ground. This mimic has several
  alterations to its statblock, as follows:
  Its Hit Points equal 6 times your Rogue level.
  Its AC is 10 + your Proficiency bonus.
  Its escape DC equals your Trap Save DC.
  Its damage die for all its attacks is 1d4. This increases to
  1d6 at level 6, 1d8 at level 11, 1d10 at level 15, and finally
  1d12 at level 18. Its attacks are all considered Trap
  Attacks, and can use your Trap Attack modifier to hit.
  The Mimic immediately folds back into its inanimate form
  once it cannot sense any living creature nearby. If the Mimic is
  slain, if 24 hours pass since enchanting the object, or if you
  dispel the mimic/object as an Action, the object disappears
  and any contents it may contain are left in its spot. You may
  only create one Avaricious Beast trap.
  Chill Claws. Hidden in the Grand Archives are many
  secrets the Scholars of Lothric wish hidden away, and they
  created this enchantment to ensure they do so. As an Action,
  may speak a command work and throw your stored object at a
  point within 20 feet of you, which has an indiscernible blue
  light emanating from the ground at that point. The trap
  remains for 24 hours there until a creature activates it, which
  it then remains for 1 minute longer.
  Any creature who enters within 10 feet of the point or who
  starts their turn there must succeed on a Wisdom saving
  throw as spectral hands shoot through them. On a failure,
  they take necrotic damage equal to 1/2 your sneak attack die
  (rounded down) and are cursed. While cursed in this manner,
  they have disadvantage on any ability checks until the end of
  their next turn.
  Sealed Frostbite. Irithyll of the Boreal Valley was home to
  a cryomancer of the Painted Worlds who coveted his secrets,
  creating these traps to freeze those who may attempt to steal
  from him. As an Action, you can speak a command word on
  the stored object and throw it at a creature within 20 feet of
  you. It bursts into a vortex of freezing air around that creature.
  It must succeed on a Constitution saving throw or take cold
  damage equal to your sneak attack die and be frostbitten for 1
  minute.
  While frostbitten in this way, the creature cannot use
  reactions. A creature can attempt this saving throw at the end
  of each of their turns, ending the effect on a success. The
  effect ends if they take any fire damage.
  Loaded Arrows. Sen created many arrow traps in his
  fortress, and they were copied by other trapmakers later. As
  an Action, while you are within 60 feet of your stored trap, you
  may speak a command word to activate the trap. The trap
  launches arrows at creatures within 120 feet of it that you can
  see.
  It fires up to 3 arrows, targeting them at either the same
  creature or to different creatures in any combination. Make a
  Ranged Trap Attack or each of them, dealing 1d6 + your
  Intelligence modifier piercing damage on each arrow hit. If
  yourself or an ally is within 5 feet of the target or it otherwise
  fulfills a sneak attack requirement, you can deal sneak attack
  with this attack.
  
  Beginning at 9th level, you have mastered your own traps and
  can assist your allies avoid them. Whenever you or any allies
  within 30 feet of you are subjected to a saving throw by your
  own trap, you have advantage on the saving throw.
  Additionally, your own Trap Attack Rolls made against you
  or any allies within 30 feet of you are also made at
  disadvantage.
  
  Beginning at level 13, if you or any ally within 10 feet of you
  would take damage from a saving throw caused by a trap, they
  instead take half damage on a failure and no damage on a
  success.
  Additionally, you can learn certain creator's traps.
  Whenever you disarm a trap created by someone other than
  yourself, you learn that creator's mark. Whenever you search
  for traps, you automatically succeed if the trap is created by
  that same creator.
  130
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  
  At level 17, your traps can instantly destroy some enemies.
  Whenever a creature who is surprised hit by your Trap Attack
  roll, that attack roll is a critical hit.
  Additionally, whenever a creature who is surprised
  succeeds against your Trap Attack DC, it still takes half
  damage.
  131
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  
  
  
  Sorcerers are magically sensitive people, attuned to the flow
  of magic around them. Unfortunately, when the Dark begins
  to take hold in an area, it often comes out in these Sorcerers,
  known as Hexborn or simply Children of the Abyss, fuel their
  Sorceries with necromantic, shadowy power. Something
  about these souls attracts small black sprites known as
  Humanities, which the Dark Sorcerer can command to curse
  their foes.
  
  When you choose this origin at 1st level, you have become
  more attuned to the forces of the Dark. You can read, speak,
  and write Abyssal.
  Additionally, you may use a Bonus Action to darken a
  Sorcerer spell you know, granting it the Dark sub-category
  until the beginning of your next turn if it did not already have
  it. This changes the superficial appearance of any Sorcery
  spell cast, and changes any damage dealt by the spell to
  necrotic damage.
  
  At 1st level, you have control over small, black humanity
  sprites that nestle into your chest. You have control over
  humanities equal to 1 + your Charisma modifier. As a bonus
  action or as part of a bonus action that uses Sorcery Points,
  you may expend a single humanities to create a certain effect,
  choosing from the list below.
  If you expend another humanity, any lingering effects from
  the previous humanity ends. You regain all expended
  humanities after completing a long rest.
  Empowered Dark. For the next minute, whenever you deal
  necrotic damage with a Sorcery spell, you can choose to treat
  any 1s rolled on the damage die as 2s. The effect then ends.
  Shield of Shadow. For the next minute, whenever you are
  targeted by an attack, you can use your reaction to grant it
  disadvantage. The effect then ends.
  Dark Edge. As part of the bonus action that expends this
  Humanity, you may strike you with a sword of shadow. Make a
  melee spell attack, dealing 1d6 + your Charisma Modifier
  necrotic damage.
  
  Beginning at level 6, whenever you expend a humanity to
  activate one of your Humanity Command, you may choose a
  single creature within 30 feet of you. The expended humanity
  darts out towards the creature and begins to gnaw at its soul.
  The target must succeed on a Constitution saving throw. On
  a failure, they have disadvantage on the next saving throw they
  make before the end of your next turn.
  
  At 14th level, your humanities linger for longer, allowing
  yourself to use them more often. You can use any single use of
  Empowered Dark or Shield of Shadow twice before the effect
  ends yourself.
  Whenever you use Dark Edge, you may make an extra Dark
  Edge attack as a bonus action on your next turn.
  
  At 18th level, you can cause humanities to totally consume a
  the soul they are gnawing on. When a creature fails on the
  Constitution Saving Throw from your Gnawing Humanity
  feature, you can expend up to 5 Sorcery points to deal 1d8
  necrotic damage per Sorcery point expended. You then gain
  temporary hit points equal to the amount of damage dealt.
  
  An organic power runs through your veins, one inexplicably
  linked with the grand oceans. Your innate magic is directly
  related to the ocean’s soul in your veins, connecting you with a
  large network of organisms that can be overwhelming to
  some. Your body acts as a closed ecosystem, magically
  inhabited by thousands of coexisting algae and
  microorganisms who grant unprecedented magical recovery,
  as well as the ability to manipulate the internal functions of
  other organic creatures around you.
  
  Your body is flowing with small, magical microorganisms that
  constantly keep you in top health, making you immune to
  disease and resistant to poison damage. You gain one or more
  physical aspects of your body which betray this fact, such as
  your skin being a slightly green color, your eyes changing color
  constantly, or instead of hair, you grow as a plant-like algae on
  your head.
  Additionally, your body regenerates your lifeforce at a
  surprising rate while resting. When you roll hit die to regain
  health while taking a short rest, you can reroll any number of
  die once and you must use the second number.
  
  Your kinship with the smallest form of life allows you to infect
  and manipulate the bodies of others. When you hit with a spell
  that requires a melee spell attack, you can use a bonus action
  to begin to manipulate their internal functions. For the next
  minute, the designated creature has disadvantage on all
  Constitution saving throws and any saving throw forced by a
  spell you cast.
  You can only have one creature infected by this ability at a
  time. This ability has no effect on constructs or undead, and it
  does not affect creatures who are immune to disease.
  
  At 6th level, your body begins to stitch itself back together at
  an incredible rate. After casting a spell of 1st level or higher
  on your turn, whenever you end your turn and you do not have
  all your hit points, you regain a number of hit points equal to
  half your Sorcerer level, rounded down. This ability does not
  occur if you are poisoned or if you unconscious.
  At the beginning of this turn, when you regain hit points due
  to this ability, you can spend 2 Sorcery points to have a
  number of creatures no greater than your Charisma modifier
  that you choose within 30 feet of you regain the same amount
  of hit points.
  PART 1 | SALTBORN
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  
  At 14th level, your reach extends to the microorganisms in the
  air or water around you. If you hit a creature with a ranged
  spell attack, you can designate them as infected as with your
  Infect life feature. If a creature would be immune to infection
  due to immunity to disease, you can spend 2 Sorcery points to
  infect them anyway.
  Additionally, any creature you designate who enters within
  10 feet of you or begins their turn within 10 feet of you must
  make a Constitution saving throw or become poisoned for 1
  minute. They can remake this saving throw at the end of each
  of their turns, the effect ending for them on a successful save.
  Once they succeed on their saving throw, they are immune to
  this ability for the next 24 hours. This ability has no effect on
  constructs or undead, and it does not affect creatures who are
  immune to disease. You must be conscious for this ability to
  take effect.
  
  At 18th level, you have learned to manipulate the
  microorganisms in the air to craft an unstoppable pathogen.
  You can now designate any creature as a target for your
  Infection, even if it is immune to disease, or even if they are
  constructs or undead. When your spell deals damage to a
  creature who is infected, you can spend 3 Sorcery points to
  force the creature to make a Constitution Saving throw or
  take maximum damage on any damage dice rolled against
  them from the spell.
  You may only spend sorcery points in this fashion once per
  turn.
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  
  
  
  The Gravelord patron is quietly waiting in dark corners of the
  world, pulling others to their doom slowly, working to bring all
  life to its inevitable end. Gravelords rarely have a greater
  motivation than to spread death, but their visions on how and
  when to do so varies drastically. Some Gravelords wish only
  to usher in natural deaths, despising those that would end life
  pointlessly. Others are chaotic and seek only to slay as many
  as possible, although even these do not order their Warlocks
  to end any creature's life- they know that killing particularly
  important individuals will further their agenda than any single
  Warlock ever could. Possible patrons include Nito, first of the
  dead; Aldritch, devourer of gods; Kelemvor; Anubis; or
  particularly powerful Inevitables or Demiliches.
  
  The Gravelord lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Gravelord Expanded Spells
  Spell
  Level
  Spells
  1st
  Compelled Duel, Ray of Sickness
  2nd
  Protection from Poison, Maximillian's Earthen
  Grasp
  3rd
  Spirit Guardians, Stinking Cloud
  4th
  Confusion, Death Ward
  5th
  Cloudkill , Antilife Shell
  
  At level 1, you can lure enemies to fight you instead of your
  allies. Whenever you hit a creature with a Warlock spell, you
  may use a bonus action on that turn to force it to fight you.
  That creature must succeed on a Charisma saving throw or be
  cursed until the end of your next turn. While cursed in this
  way, they have disadvantage on any attack roll against a
  creature that is not you, and they cannot willingly move
  further away from you.
  You may use this ability a number of times equal to your
  Charisma modifier. You regain all expended uses after
  completing a long rest.
  
  Beginning at level 6, you can tell if a creature within 120 feet
  of you that you can see has less then half of their maximum
  hit points, as our patron begins to anticipate their end. You
  may use a bonus action on your turn to take the Dash action,
  so long as you end your movement closer than you started to a
  creature that has half or less of their maximum hit points.
  When you Dash in this way, you become pale and ethereal,
  and you have resistance to all damage until you stop moving.
  
  At level 10, you become immune to the frightened condition.
  Additionally, you can instill the fear of death into a creature
  who damages you. When you take damage from a source you
  can see within 60 feet of you, you may use your reaction to
  cause it to make a Wisdom Saving throw or become
  frightened of you for 1 minute.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  
  At leve 14, your patron has granted you the ability to summon
  their blades from the earth. As an Action, you can place your
  hand on the ground and cause stone blades to erupt from the
  earth beneath a number of creatures within 30 feet of you up
  to your Charisma modifier. Each target must succeed on a
  Dexterity saving throw or take 4d10 slashing damage.
  Once you use this ability, you must wait until you complete a
  short or long rest before you can use it again.
  
  The dark oceans hold many alien and unnamable creatures
  who hold sway over much of the world through their gripping,
  writhing might. These creatures, terrible as they may be, are
  all considered to be Leviathan, and their motivations are
  rarely benevolent, although a Leviathan may consider
  allowing a mortal its strength if it were to spread the call of
  the tides to the rest of the world.
  Beings of this sort include Sekolah; Davy Jones; Scylla, the
  transformed monster; Ran, the Drowner ; particularly
  powerful Krakens, Sea Dragons, Dagons, and other such
  entities, and many other creatures who have no name as they
  have never been seen by mortal eyes.
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  Expanded Spell List
  Spell Level Spells
  1st
  Create or Destroy Water, Command
  2nd
  Alter Self, Pass without Trace
  3rd
  Water Breathing, Lightning Bolt
  4th
  Evard’s Black Tentacles, Control Water
  5th
  Seeming, Planar Binding
  
  Your patron has given you the power to make yourself into a
  terrifying visage of the deep, with your body dripping salt
  water and your eyes turning to an inky black. As a bonus
  action, you can activate this ability, providing advantage on all
  Intimidation checks made against a creature who can see you
  for 1 minute.
  Additionally, one creature of your choice within 60 feet of
  you who can see you must succeed on a Wisdom saving throw
  or become frightened of you for 1 minute. If they end their
  turn after breaking line of sight with you, they can attempt to
  remake this saving throw, ending the effect on them on a
  success. If you reduce the creature who is afraid of you to 0
  hit points, you can use your reaction to select a new target
  who can see you within 60 feet of you. The new target must
  make a Wisdom saving throw or become frightened of you for
  1 minute, or until they are reduced to 0 hit points, in which
  case you can designate yet another target.
  Once you use this ability, you cannot use it again until you
  complete a short or long rest.
  
  At 6th level, you have learned to use your own blood as a
  viscous extension of the Deep. When you are hit by an attack,
  you can use your reaction to cause your blood to turn black
  and coagulate, reducing the damage dealt by 1d8 + your
  Charisma modifier. If you reduce the damage to 0, the blood
  becomes as solid as steel around you, providing a bonus to AC
  equal to your Charisma modifier until the beginning of your
  next turn.
  You may use this ability a number of times equal to your
  Charisma modifier, regaining all expended uses after
  completing a short or long rest.
  
  At 10th level, you become more imbued with the Deep. You
  are constantly covered with salt water that fades soon after it
  drips off of you. Due to this, you cannot be grappled or
  effected by physically restraining spells such as Entangle or
  Grasping Vine while you are conscious.
  You can choose to end or start using this ability as a Free
  Action on your turn.
  
  By 14th level, as an Action, you can designate one creature
  within 60 feet of you that you can see and who is frightened of
  you. Watery, squid-like tentacles appear out of a portal you
  conjure within 5 feet of them and drag them down into the
  darkest part of the Elemental Plane of Water, directly into the
  lair of your patron.
  While there, the creature is suspended in infinite water and
  cannot breathe unless they can breathe salt water. They are
  restrained and they take 2d8 bludgeoning damage from the
  constricting tentacles every time they start their turn there.
  When they break free of their frightened state, they appear
  back in the spot where the portal to the plane originated from,
  prone and drenched in water. You must concentrate on this
  ability as if you were concentrating on a spell, although you
  can simultaneously concentrate on this and the ability that
  keeps the target afraid if you have to.
  Once you use this feature, you cannot use it again until you
  have completed a long rest.
  
  Some invocations listed here are meant to give more viability
  for damaging Warlock cantrips, and to heighten your
  Warlock's specializations.
  
  Prerequisite: 5th level, the Chill Touch cantrip.  
  Whenever cast Chill Touch, you may conjure a ethereal blade
  and make a melee spell attack against a creature within 5 feet
  of you as part of the casting of the cantrip. This attack deals
  1d4 + your spellcasting ability necrotic damage.
  If you hit a creature with the Jagged Ghost Blade, they
  cannot restore hit points until the beginning of your next turn.
  
  Prerequisite: The Chill Touch cantrip.  
  When you hit an Undead with your Chill Touch or Jagged
  Ghost Blade, you may use a bonus action on that turn to cast
  Command without using a spell slot on the creature. A
  creature who succeeds against this way casting of Command
  cannot be effected by it again for 1 hour.
  
  Prerequisite: The Poison Spray cantrip.  
  When you cast Poison Spray, it lingers in the area for 1 round.
  When a creature starts its turn or moves into the space
  occupied by the target of the first casting, they must succeed
  on a Constitution Saving Throw or become poisoned until the
  end of your next turn.
  
  Prerequisite: 5th level, the Poison Spray cantrip.  
  When you deal damage with your Poison Spray cantrip, you
  can choose for it to deal acid damage instead of poison.
  When you do, if you have the Poison Mist Invocation, they
  are not poisoned when they enter the mist and fault their
  saving throw. Instead their metal armor begins to degrade,
  granting a -1 penalty to AC until they can repair it. This
  penalty is cumulative, breaking the armor if the AC base
  reaches 10. You can choose for a metal shield to instead be
  effected, breaking when its bonus is +0.
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  ’
  Prerequisite: The Infestation cantrip.  
  When you deal damage to a creature with your Infestation
  cantrip, you may use a bonus action on that turn to expend a
  Warlock Spell Slot and have the Infestation begin to
  continuously eat away at beneath their skin. The creature
  takes 1d8 piercing damage at the beginning of their turn for a
  number of rounds equal to the level of Spell Slot expended.
  This ends early if you are reduced to 0 hit points. A creature
  who cannot bleed cannot be effected by this ability.
  
  Prerequisite: 5th level, the Sacred Flame cantrip.  
  When you cast Sacred Flame, you can choose to target every
  creature within 10 feet of you instead of a single target.
  
  Prerequisite: 5th level, the Frostbite cantrip.  
  When you cast Frostbite, you still deal half damage on a
  successful save, but the target suffers no other effect.
  ’
  Prerequisite: The Sword Burst cantrip or a spell that conjure
  blades, such as Shadow Blade or Cloud of Daggers. 
  When you deal damage with a spell that conjures blades, you
  may use a bonus action to disengage in that turn.
  
  Prerequisite: The Create Bonfire cantrip.  
  While you have a Create Bonfire flame in existence, you cast
  spells as if you were in the bonfire’s space. You still must be
  able to see the target of your spell.
  
  Prerequisite: Any spell that makes a melee weapon attack as
  part of the spell, such as the Booming Blade cantrip or the
  Shadow Blade spell.  
  When you attack with a melee weapon attack as part of a spell
  or cantrip, you may use your Charisma modifier to hit and
  damage instead of your Strength or Dexterity.
  
  Prerequisite: The Thunderclap cantrip.  
  Any creature that takes damage from your Thunderclap
  cantrip is also Deafened until the end of your next turn.
  
  Prerequisite: 5th level, the Toll the Dead cantrip.  
  Whenever you kill a creature with your Toll the Dead, you may
  use a surge of necromantic energy to cause the dying creature
  to make a single melee attack against a creature within range.
  
  Prerequisite: 11th level, the Thirsting Blade Invocation, and
  either the Booming Blade or Green-Flame Blade cantrip, or
  any cantrip that requires a melee weapon attack.  
  Whenever you cast a cantrip that requires a melee weapon
  attack to cast, you may make two melee weapon attacks as
  part of casting the spell. However, the magical effect only
  occurs on the first attack that hits.
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  
  
  
  When the Stone Dragons warred against the lords of Flame,
  they would have succeeded except for the betrayal of Seath
  the Scaleless. Jealous of the dragon's stone scales, Seath took
  to studying in his Archives to create crystal scales for himself.
  Subsequently, the study of Crystal magic has flourished in
  academies such as Vinheim, a school that creates special
  forms of magic that pierce through enemies and augment
  their spells.
  
  Beginning when you select this school at 2nd level, you can
  change the nature of some spells you know. When you finish a
  short or long rest, you may choose 3 spells you have prepared
  to gain the "Crystal" subtype. They retain this subtype until
  you complete another short or long rest. Spells with the
  Crystal subtype are superficially changed in appearance.
  When you cast a spell with the Crystal subtype that deals
  damage, you may choose for it to deal either its original
  damage type or to deal piercing damage.
  
  At level 2, whenever you deal damage to a creature with a spell
  that has the Crystal tag, you may use a bonus action to cause
  it to fracture outwards and blast towards another enemy.
  Choose another target within 20 feet of the creature you just
  damaged. That target must succeed on a Dexterity saving
  throw or take half of the damage the previous creature took.
  You may use this ability a number of times equal to 1 + your
  Intelligence modifier. You regain all expended uses on a long
  rest.
  
  Beginning at 6th level, whenever you are concentrating on a
  spell, protective crystals begin to grow over your body,
  granting you a bonus to AC equal to your Proficiency bonus. If
  you cast any non-Concentration spell of 1st-level or higher, you
  lose this AC bonus until the beginning of your next turn.
  
  At level 10, whenever you cast a Wizard spell with an area of
  effect, you may use a bonus action to expend one spell slot of
  5th level or lower to create lingering crystals in the area until
  the end of your next turn. Any creature who begins their turn
  inside the lingering crystals or every time they move 5 feet
  within the area must succeed on a Dexterity saving throw or
  take 1d8 piercing damage per level of spell slot used.
  If the area of effect spell that created the lingering crystals
  was a Crystal spell, they still take half damage on a successful
  save.
  You may use this ability twice, regaining all expended uses
  on a short or long rest.
  
  At level 14, you may choose to empower your Piercing
  Crystals. Whenever you deal damage to a creature using your
  Piercing Crystals feature, you can choose to deal full damage
  to the second target if they fail their saving throw, or half if
  they succeed.
  Once you use your Piercing Crystals in this way, you cannot
  use it again until the end of your next turn.
  
  The Wizards who live along the coasts realize a simple truth
  as they study- the elements of this world live and breathe.
  Water, fire, and air are inexplicably linked, and it is through
  that link that great power can be achieved. Elementalists learn
  to specialize in these powerful elements, using one to
  empower the other, and synergizing their own elemental
  magics with those of other casters around them.
  
  The gold and time that you must spend to copy a spell that
  deals fire, lightning, or cold damage into your spellbook is
  halved.
  
  After learning the strengths that the elements have within
  them, you can tap into a special pool of magic called
  Elemental Imbalance. When you hit with a spell attack that
  deals fire, lightning, or cold damage, you can choose to add
  1d4 extra fire, lightning, or cold damage (your choice) to that
  attack’s damage, plus an additional 1d4 for each Imbalance
  point you have accrued at that point. The extra damage added
  on cannot be the same as the damage originally dealt with the
  attack. When you do so, you gain a point of Imbalance.
  From then on, until your next long rest, immediately after
  you cast a spell of 1st-level or higher that deals fire, lightning,
  or cold damage, roll a d20. If the roll is equal to or less than
  your number of Imbalance points, the spell fails, and you
  suffer an overcharge of elemental energy, immediately take
  1d8 points of damage for every Imbalance point you have (of
  the damage type potentially dealt from the failed spell). Your
  number of Imbalance points is then dropped to 1. If you roll a
  natural 20 on your Imbalance check, you have advantage on
  the triggering spell attack, if there is any.
  You can add additional damage to a spell using this ability a
  number of times equal to 1 + your Int modifier, regaining all
  uses after a short or long rest. You cannot have more
  Imbalance points than double your level or 20, whichever is
  lower.
  When you complete a long rest, you can choose to drop
  your Imbalance points to 0.
  
  At 6th level, your harnessing the strength of certain elements
  allows you to gain some defenses against them. When you
  cast a spell of 1st-level or higher that deals fire, lightning, or
  cold damage, you can siphon a little bit of that power to stay
  as a wispy shroud around you. While you have the shroud up,
  you have resistance to the type of damage you had cast to
  create the shroud, and when you are hit by an attack where
  your attacker is within 60 feet of you, you can use your
  reaction to force the attacker to make a Dexterity saving throw
  or take 1d8 elemental damage of the type your shroud is made
  of.
  137
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  The shroud fades after 1 minute, and does not grant any
  resistance against damage dealt by an Imbalance Overcharge.
  Once you use this ability, you must wait until you complete a
  long rest to use it again.
  
  At 10th level, you have learned how to manipulate the inner-
  workings of a creature’s body to create perfect openings for
  your elemental spells. When you use your Imbalance feature
  on a creature, they lose any resistance they might have to fire,
  lightning, or cold damage for the duration of that attack. If
  they are immune, they still take half damage, as if they were
  only resistant.
  
  At 14th level, you can steal the elemental strength from other
  creature’s attacks through your shroud. When you are hit by
  an attack that deals fire, lightning, or cold damage while you
  have your Shroud of Power around you, you can use your
  reaction to reduce the damage by 2d8 + your spellcasting
  modifier.
  Additionally, if the ability was a spell, make a spellcasting
  ability check equal to 10 + the spell's level. If you succeed, you
  regain an expended spell slot equal to the spell’s level, to a
  maximum of 5th level. Otherwise, you regain a spell slot of
  first level. You cannot regain spell slots in this way from from
  cantrips.
  When you use this ability, you can choose to change your
  shroud to the type of Element that you reduced damage from.
  Spells with Multiple Elements
  Some spells, such as Chromatic Orb or Prismatic
  Spray, can deal a different form of damage type
  depending on how the spell was cast. If any those
  damage types include fire, lightning, or cold
  damage, it is considered an Elemental Spell for the
  purposes of Elemental Savant.
  However, once cast, it is only considered an
  Elemental spell if the effect would deal fire,
  lightning, or cold damage. For example, a Chromatic
  Orb that deals acid damage cannot be effected by
  Elemental Imbalance, while a Chromatic Orb that
  deals lightning damage would.
  138
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  
  This section was created to showcase the special weapons
  and their properties that show up in several subclasses and
  classes in this document. These weapon lists are not
  extensive and players and DMs should be encouraged to
  develop new ones that fit either list as they see appropriate.
  PART V
  Weapons Tables
  139
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  
  Even more important than their training is the Shinsu-user's
  weapon. In the Tower, weapons known as Needles or Hooks
  are the most common, due to the fact that they have the least
  Shinsu Resistance. However, a multitude of other weapons
  also exist, including legendary weapons of the Princesses of
  Jahard and the Ignition Weapons.
  Due to the strange combat styles and unique handling of
  these weapons, they are considered Exotic. Other characters
  can learn to use them, but they require training either as a
  Fisherman or in a Feat. Other exotic weapons are found all
  around the corners of the world, and there are more out there
  yet to be discovered...
  
  The common Needles are thin-spiked weapons, generally
  used to pierce and stab. Without a guard or hilt, these
  weapons appear simple to most, but a skilled Needle wielder
  can take down the most dangerous foe. Needles are versatile
  enough to be efficient with two hands, being dual wielded, or
  fought with on their own.
  
  A unique, curved Needle that is focused on disarming the
  enemy.
  Special. When you hit a creature an attack using a Hook on
  your turn, you may use a bonus action to attempt to force the
  enemy to drop a weapon or shield they are holding. You make
  a Dexterity (Sleight of Hand) check contested by the target’s
  Strength (Athletics) or Dexterity (Acrobatics) check (the target
  chooses the ability to use). If you win the contest, you disarm
  the item and, if you have a free hand, catch it in that hand. If
  you do not, it falls into an adjacent space of your choice within
  5 feet of the creature.
  
  An outlandishly huge weapon, the Large Hook is designed like
  the Hook but for a greater reach and distance.
  Special. When you hit a creature an attack using a Hook on
  your turn, you may use a bonus action to attempt to force the
  enemy to drop a weapon or shield they are holding. You make
  a Dexterity (Sleight of Hand) check contested by the target’s
  Strength (Athletics) or Dexterity (Acrobatics) check (the target
  chooses the ability to use). If you win the contest, you disarm
  the item and, if you have a free hand, catch it in that hand. If
  you do not, it falls into an adjacent space of your choice within
  5 feet of the creature.
  
  A small, circular capsule with a single blue top and a button, a
  master tinker stored Shinsu into a bomb form. When the
  Shinsu Bomb explodes, it lets out a burst of energy, but the
  shell of the bomb is left intact, and recharges its Shinsu after
  a short rest.
  Special. Pressing the button as a free action arms the
  bomb, which detonates at the beginning of the second round
  (12 seconds later) after the button was pressed. When an
  armed bomb hits a creature, it always detonates. Every
  creature within 5 feet from where it detonates, including the
  creature who was hit regardless of whether the bomb hits the
  or not, must make a DC 15 Dexterity saving throw or take 2d6
  force damage.
  Exotic Weapons
  Weapon
  Cost Damage
  Weight Properties
  Needle
  10
  gp
  1d6
  piercing
  1 lb
  finesse, versatile
  (1d8), light
  Hook
  15
  gp
  1d8
  piercing
  2 lb
  finesse, special
  Large Hook
  50
  gp
  2d4
  piercing
  4 lbs
  two­handed,
  reach, special
  Shinsu Bomb 5 gp 1d4
  bludgeoning 1 lb
  thrown (20/60),
  special
  Scythe
  10
  gp
  2d4
  slashing
  5 lbs
  two­handed,
  finesse
  Katana
  15
  gp
  1d6
  slashing
  4 lbs
  versatile (1d8),
  finesse
  Dark Hand
  ––
  1d4
  necrotic
  ––
  special, lifedrain
  Curved
  Greatsword
  50
  gp
  1d10
  slashing
  5 lbs
  two­handed,
  heavy, finesse
  
  This weapon is a modified scythe used for harvesting crops,
  repurposed for battle. Its peaceful origin suggests that the
  Forlorn never intended to use them as weapons.
  
  This weapon short, curved sword of rippled steel bred a
  famous, two-handed fighting style and is found amongst many
  monk communities.
  
  This small globe of weightless, red-black energy can be held in
  your hand, cold yet comforting.
  Special. It can be held forwards to cause the energy to
  expand, acting as a shield.
  However, the Dark Hand can also be used to make a special
  Attack action, called Lifedrain.
  Lifedrain. As an Action, you may make a melee weapon
  attack against a target within 5 feet of you, using your
  Strength modifier. If this attack hits, it deals 1d4 + your
  Strength modifier necrotic damage, and you recover hit points
  equal to the damage dealt. You cannot make more than one
  Lifedrain attack a turn.
  
  This large greatsword, also known as a Nodachi, is generally a
  shock weapon that can be mixed with more refined
  techniques.
  140
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  
  Ancient humanoids did not have the assistance of arcane or
  miraculous magic to fight against the threat of dragons. As
  such, an order of talented knights known only as Dragon
  Slayers were founded to wield oversized and incredibly
  specialized weapons called Dragonbanes, to hunt down and
  slay these dragons. Most Dragonbane weapons are too
  outlandish or unwieldy to fight with without specialized
  training.
  The descriptions of the last trait in all these weapons'
  Weapon Properties are in the Dragon Slayer Fighter
  Subclass. Only those proficient in these weapons can use
  these properties, although the Turret and Whiff properties are
  always in effect.
  
  This massive greatclub is traditionally forged from the tooth of
  an ancient dragon, easily double the size of the wielder. Its
  incredible damage is balanced by its incredibly slow unwieldy
  attack speed.
  
  The weighted spear is a long spear with a stone block of
  granite or some other substance that weighs it down just
  before the tip, allowing some fighters to use the weight of it to
  pierce the scales of ancient dragons.
  
  This strange greatsword has a groove down the center and is
  surprisingly light. It promotes a fighting style that involves
  leaping attacks and fighting alongside allies, like a pack of
  wolves.
  
  These innocuous glowing scimitars are often found in pairs,
  and have hollow barbs that can store poison and can tear
  through the flesh of their victims.
  
  This giant bow uses a hollow branch or highly specialized
  metal alloy and a chain bowstring, and launches specialized
  javelins instead of arrows.
  Dragonbane Weapons
  Weapon
  Name
  Cost Damage
  Weight Properties
  Melee
  Weapons
  Dragon
  Tooth
  100
  gp
  2d12
  bludgeoning 40 lbs Heavy, Two­handed,
  Whiff
  Weighted
  Spear
  80
  g
  1d8
  piercing
  12 lbs
  Versatile (1d10),
  Thrown (20/60),
  Breaker
  Wolf
  Greatsword
  80
  gp
  2d6
  slashing
  15 lbs Two­Handed, Leap
  Tracer
  40
  gp
  1d6
  slashing
  1 lbs Light, Finesse,
  Assassin
  Ranged
  Weapons
  Greatbow
  100
  gp
  2d8
  piercing
  20 lbs
  Heavy, Two­handed,
  Ranged (300/1200),
  Ammunition, Turret
  141
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  
  Trick weapons are unique weapons forged by the Workshop
  hunters. Strange and unwieldy to the uninitiated, Trick
  weapons are a reflection of the hunter's path.
  There are 3 kinds of Trick Weapons. Uncanny weapons are
  generally melee weapons held in your dominant hand, which
  are the most common form of combat for a Workshop Hunter.
  Bloodtinge weapons are sidearms which utilize Quicksilver
  Bullets to grant range and utility to the hunter. Lore weapons
  are rare and dangerous Trick Weapons, often created from the
  bodies of very powerful monsters. These weapons are
  powerful but often come with significant drawbacks.
  
  Each Trick weapon are unique, specially crafted instruments
  designed for each individual Workshop Hunter. Interestingly,
  very few enchantments have ever been known to work on
  Trick Weapons, making even the most basic enchantment
  difficult to obtain. For any given enchantment, such as a basic
  +1 enchantment, the rarity for an Uncanny or Bloodtinge
  weapon is increased by 1 (for example, uncommon to rare),
  and the rarity for a Lore weapon is increased by 2 (for
  example, uncommon to very rare). Additionally, making
  modifications, such as silvering, a trick weapon costs 4 times
  the regular cost.
  However, to tip the balance back in the weapon's favor, many
  trick weapons have special traits to distinguish them from
  other weapons.
  Trick. This trait can be applied to several kinds of weapons,
  not just Uncanny weapons. A weapon with this tag can be
  transformed as a bonus action into its Transformed state,
  which is detailed below in its description. You must be
  proficient with the trick weapon to do this, otherwise it takes
  an Action to transform the weapon.
  Serrated. Serrated weapons are specially crafted to hunt
  beasts, monstrosities, and beast-like humanoids, such as
  Gnolls or Driders. When you make an attack against such a
  creature with a Serrated weapon, you ignore any damage
  resistances it might have to the weapon's damage, and it still
  takes half damage if it is immune.
  Dual-Wield. When a Trick Weapon is in a state that has this
  tag, it can only be effectively wielded in two hands. When you
  fight this way, you gain any benefits from Two Weapon
  Fighting, and you can make an attack as a bonus action. You
  do not add your ability modifier to this second attack unless
  you have the "Two-Weapon Fighting" Fighting Style. When
  you transform a Dual-Wield weapon, you can stow/draw your
  Bloodtinge weapon just like any other Trick weapon.
  Church. An ancient sect of the Old Hunters split off to fight
  the threat of lycanthropy with fervor. A weapon with the
  Church tag is considered silvered.
  Two-Handed. Two-handed trick weapons function as
  regular two-handed weapons. However, when a two-handed
  weapon has the Transform property, you can draw./stow your
  Bloodtinge weapon as part of that transformation. If you are
  wielding a shield, you must stow the shield first before
  Transforming your weapon, or you cannot use the transform
  bonus action.
  Fade. Fade is a tag that is applied to Transformed states of
  weapons. When you use the Transform action on this weapon,
  the Fade weapon reverts to its regular form at the end of your
  turn.
  Bloodtinge. This tag is used to apply to any weapon that
  uses Quicksilver Bullets. The number in the parentheses is
  the amount of Quicksilver Bullets required to attack with the
  weapon once. If you do not have the prerequisite bullets, you
  cannot use the Bloodtinge weapon. Any weapon with the
  Bloodtinge tag can be used for the reaction attack in the Trick
  Weapon Fighting feature.
  Parry. When you hit a creature with a reaction attack using
  this Bloodtinge weapon, you can choose to forgo damage to
  instead reduce the damage of the triggering attack. If the
  triggering attack hits you, you can roll the weapon's damage
  die + your Dexterity modifier, and reduce that attacks damage
  by that amount. If you reduce the amount to 0, the enemy is
  thrown off balance, and the next attack made against it until
  the end of your next turn has advantage.
  Spread. When you make an attack with this Bloodtinge
  weapon, your bullets fire out in a cone equal to the Range
  increments of the weapon. You make an attack roll for each
  creature in the cone's area of effect. Attacks made against
  targets inside your second range increment are still made at
  disadvantage.
  Artillery. When you make this attack, you fire the attack
  upwards in an arc equal to half the distance aimed. If you are
  blocked by a roof or similar obstacle, the attack is made at
  disadvantage to make up for the strange angle you must fire
  the weapon at. If the attack hits, any creature within 5 feet of
  the target must make a Dexterity saving throw or take half the
  damage dealt to the target.
  Pierce. Ranged attacks made with this weapon are
  surprisingly powerful. If you make an attack against a creature
  and there is a creature in a direct line behind it, you may make
  another attack against that creature with the same shot.
  Grapple. When you hit a creature with this weapon, you
  can choose to instead grapple them with the weapon. If the
  creature is more than 5 feet from you, you also pull them 5
  feet closer to you as part of this grapple, or the grapple
  attempt fails. In order to escape from this grapple, the
  creature must use an action to make a Strength (Athletics)
  check against a DC of 8 + your proficiency bonus + your
  Strength or Dexterity bonus, whichever is higher. You must be
  proficient in the weapon to grapple them in this manner, and
  you release the grapple if you drop the weapon.
  
  Several weapons have certain traits that make them unique
  compared to all others.
  Executioner's Wheel. Due to its shield-like form, the
  regular form of the Executioner's wheel grants the benefits of
  a shield while equipped. This does not stack if you have
  another shield equipped.
  142
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  Uncanny Weapons
  Name
  Cost
  Damage
  Weight Properties
  Hunter's Saif
  30 gp 1d6 slashing
  4 lbs
  Trick, Light, Finesse
       Transformed
  ––
  1d8 slashing
  4 lbs
  Trick, Finesse
  Jagged Cutter
  45 gp 1d8 slashing
  8 lbs
  Trick, Heavy, Serrated
       Transformed
  ––
  1d4 slashing
  8 lbs
  Trick, Heavy, Reach, Serrated
  Blades of Mercy
  40 gp 1d4 slashing
  2 lbs
  Trick, Finesse
       Transformed
  ––
  1d4 slashing
  4 lbs
  Trick, Finesse, Dual­Wield
  Holy Pick
  40 gp 1d8 piercing
  5 lbs
  Trick, Church
       Transformed
  ––
  1d10 piercing
  5 lbs
  Trick, Two­Handed, Church
  Hunter's Axe
  30 gp 1d8 slashing
  12 lbs Trick, Heavy
       Transformed
  ––
  1d10 slashing
  12 lbs Trick, Heavy, Two­Handed, Reach
  Kirkhammer
  80 gp 1d6 slashing
  20 lbs Trick, Finesse, Church
       Transformed
  ––
  2d6 bludgeoning
  20 lbs Trick, Heavy, Two­Handed
  Executioner's Wheel
  80 gp 1d6 bludgeoning
  14 lbs Trick, Heavy, Special
       Transformed
  ––
  2d4 necrotic
  14 lbs Trick, Heavy, Two­Handed, Special, Fade
  Stone Blade
  80 gp 1d8 slashing
  15 lbs Trick, Church
       Transformed
  ––
  2d6 slashing
  15 lbs Trick, Heavy, Two­Handed
  Cannon Saber
  100 gp 1d8 slashing
  12 lbs Trick
       Transformed
  ––
  2d4 piercing
  12 lbs Trick, Ranged (30/90), Bloodtinge (2)
  Rifle Spear
  50 gp 1d6 piercing
  10 lbs Trick
       Transformed
  ––
  1d8 piercing
  10 lbs Trick, Two­Handed, Ranged (60/ 150), Bloodtinge (2)
  Saw Cleaver
  40 gp 1d6 slashing
  4 lbs
  Trick, Serrated
       Transformed
  ––
  1d10 slashing
  4 lbs
  Trick
  Bowblade
  80 gp 1d6 slashing
  6 lbs
  Trick, Finesse
       Transformed
  ––
  1d8 piercing
  6 lbs
  Trick, Ranged (150/600), Two­Handed, Ammunition
  Thunder Mace
  45 gp 1d6 bludgeoning
  8 lbs
  Trick
       Transformed
  ––
  1d10 lightning
  8 lbs
  Trick, Fade
  Rending Saw
  80 gp 1d6 bludgeoning
  14 lbs Trick
       Transformed
  ––
  2d4 slashing
  14 lbs Trick, Two­Handed, Special
  Threaded Cane
  30 gp 1d6 bludgeoning
  2 lbs
  Trick, Finesse
       Transformed
  ––
  1d4 slashing
  2 lbs
  Trick, Finesse, Reach, Serrated
  The transformed form the Executioner's Wheel expands and
  becomes less corporeal. While you have the transformed form
  out, it loses its shield benefits and your attacks are considered
  magical for the purposes of overcoming damage immunity
  and resistance.
  Rending Saw. The Transformed form of the Rending Saw
  has a special property, as it whirls in a serrated wheel. As a
  bonus action, after dealing damage with this weapon, you can
  choose to continue the weapon's spinning blades, immediately
  dealing 1d4 slashing damage to a single creature you hit on
  that turn.
  143
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  Bloodtinge Weapons
  Name
  Cost
  Damage
  Weight Properties
  Hunter's Pistol
  25 gp
  1d6 piercing
  3 lbs
  Bloodtinge (1), Ranged (20/60), Parry
  Hunter's Blunderbuss
  25 gp
  1d4 piercing
  4 lbs
  Bloodtinge (1), Ranged (10/30), Spread
  Repeating Pistol
  100 gp 2d4 piercing
  4 lbs
  Bloodtinge (2), Ranged (15/45), Parry
  Cannon
  75 gp
  1d12 fire
  20 lbs
  Bloodtinge (3), Ranged (20/90)
  Mortar
  150 gp 1d8 piercing
  28 lbs
  Bloodtinge (3), Ranged (60/150), Artillery
  Gatling Gun
  300 gp 2d4 piercing
  40 lbs
  Bloodtinge (3), Ranged (20/60), Spread
  Piercing Rifle
  75 gp
  1d8 piercing
  8 lbs
  Bloodtinge (2), Ranged (30/90), Pierce
  Heavy Rifle
  150 gp 1d12 piercing
  12 lbs
  Bloodtinge (2), Ranged (20/60)
  On your next turn, if the creature has not moved out of range
  of you since your last turn, you can choose to replace any
  attacks in your Attack action with a guaranteed 1d4 slashing
  damage. You add your rite damage to this guaranteed damage
  if you have a rite active on the Rending Saw.
  This effect ends when you transform the weapon back to its
  regular form or when you let go of the weapon.
  Boom Hammer. When you make an attack with a
  Transformed Boom Hammer, you must charge up your full
  energy for each swing- you may only make one attack with it
  per turn, regardless of how many attacks you might be
  granted by features such as extra attack. You can still make
  attacks with other weapons on the same turn.
  Moonlight Greatsword. While the Moonlight Greatsword
  is transformed, you may use an Action to send an arc of
  moonlight energy at it. Any creature in a 30 foot line must
  make a Dexterity saving throw or take 3d8 radiant damage.
  This radiant damage increases to 4d8 when you reach level
  17. The saving throw DC is equal to 8 + your proficiency
  bonus + your Wisdom modifier.
  The Moonlight Greatsword then begins to fall apart. It
  instantly reverts to its regular form, and its attacks gain a -1
  penalty to attack and damage. This effect is cumulative, and if
  your penalty reaches -5, the weapon breaks and crumbles into
  fine, light blue dust. The moonlight greatsword loses all levels
  of weapon penalties after completing a long rest.
  Nightmare Parasite. When you transform with this
  weapon, you surround yourself with the maddening energy of
  the Far Realms, which explodes in a psionic surge all around
  you. Any creature within 5 feet of you, including yourself, must
  make a Wisdom Saving Throw or take your Rite Damage die
  in psychic damage.
  If you do not have a Rite Damage die, use 1d4 instead.
  Lake Shield. This glass shield can be wielded as a shield in
  your off hand. It has a peculiar ability to reflect spells. When
  you are hit by a spell attack while wielding this shield, you can
  choose to use your reaction to roll your Rite Damage die +
  your Wisdom modifier and reduce the damage by that
  amount.
  IF you do not have a Rite Damage die, use 1d4 instead.
  Ancient Fist. When you finish the Attack action and you
  have hit at least one creature during this attack, you can use a
  bonus action to choose any number of those creatures to
  make a Strength saving throw or be knocked prone. The
  saving throw DC is equal to 8 + your proficiency bonus + your
  Wisdom modifier.
  A Gargantuan creature automatically succeeds on this
  saving throw, and a Huge creature always makes the saving
  throw at advantage. A Large or smaller creature who has been
  hit more than once with this weapon makes the saving throw
  at disadvantage.
  144
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Lore Weapons
  Trick Lore Weapons
  Name
  Cost
  Damage
  Weight Properties
  Old One's Arm
  500 gp
  1d12 bludgeoning
  8 lbs
  Trick, Heavy, Two­Handed
       Transformed
  ––
  1d8 slashing
  8 lbs
  Trick, Heavy, Two­Handed, Reach, Grapple
  Boom Hammer
  1000 gp 2d6 bludgeoning
  12 lbs Trick, Heavy, Two­Handed
       Transformed
  ––
  2d12 bludgeoning
  12 lbs Trick, Heavy, Two­Handed, Special
  Reaper Blade
  1000 gp 1d8 slashing
  8 lbs
  Trick
       Transformed
  ––
  1d12 slashing
  8 lbs
  Trick, Two­Handed, Reach
  Moonlight Greatsword
  2000 gp 2d6 slashing
  1 lb
  Trick, Two­Handed
       Transformed
  ––
  2d8 radiant
  0 lbs
  Trick, Two­Handed, Fade, Special
  Nightmare Parasite
  500 gp
  1d8 bludgeoning
  0 lbs
  Trick, Dual­Wield
       Transformed
  ––
  2d8 psychic
  0 lb
  Trick, Dual­Wield, Fade, Special
  Other Lore Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Evelyn
  1500 gp
  1d8 piercing
  5 lbs
  Bloodtinge (1), Ranged (150/600), Parry
  Lake Shield
  2000 gp
  1d8 force
  2 lbs
  Light, Special
  Ancient Fist
  2000 gp
  1d12 force
  3 lbs
  Light, Special
  
  An Age
  of
  Heroes
  The worlds of Dungeons and Dragons are
  dangerous, and filled with dangers far beyond
  most mortal's comprehension or power to stop.
  Here, numerous heroes come in, and hold the
  line against the hordes of chaos and darkness.
  These heroes are varied and unique, numbering
  far beyond what most can count. And as they
  progress adn grow, they make choices which
  make them individual and unique adventurers.
  In these pages, you will find 12 new classes and
  25 subclasses for 5th edition dungeons and
  dragons, as well as other useful resources. This is
  but one of three lost "tomes"­ Caraman's Tome
  of Lost Skill, and Sian's Tome of Lost Nature.
  Cover Art by Cristof Grobelski, compiled by Kevin
  Crawford
  If you have questions or comments, you can
  message me on reddit at /u PaganGoldfish. I'd
  love to hear your feedback.
  Art Credits
  Emelina Vasquez Solar (evs-eme Deviantart)  
  Slave in Utero, from the Tower of God Wikia
  (Tower of God Home Page)  
  Compliled by Kevin Crawford
  Joyce Maureira
  Cristof Grobelski
  Recommended Homebrew
  The Gunpowder Codex  
  The Dark Arts Player's Companion
  WWW.GMBINDER.COM
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Finn's Tome of Lost Heroes.pdf