TEXT: GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  CLASS COMPENDIUM
  CLASS COMPENDIUM
  CLASS COMPENDIUM
  CLASS COMPENDIUM
  CLASS COMPENDIUM
  Create bold heroes for your D&D 5e
  game with new class options
  GIFFYGLYPH
  •
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  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  GIFFYGLYPH'S CLASS COMPENDIUM
  CREDITS
   Giffyglyph
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   Special thanks to all my patrons for their generous
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  GIFFYGLYPH'S
  CLASS COMPENDIUM
  Version 0.9
  
  Giffyglyph's Class Compendium
  Y
  ou are an adventurer in a dangerous world of
  wild monsters, hidden traps, secret ruins, and
  priceless treasures. But as you strike out into the world,
  what kind of adventurer will you be?
  Do you throw yourself into the heat of battle, trusting in
  sword and shield to keep danger at bay? Do you use skill
  and cunning to outsmart and outmaneuver the enemy? Or
  do you dabble in arcane powers, twisting the very fabric of
  reality to suit your agenda?
  Whatever your passion, Giffyglyph's Class Compendium
  introduces new mechanics, features, and subclasses for
  your D&D 5e character. Add new 1st-10th level options to
  your campaign and head out into adventure.
  
  Version 0.9
  Created by Giffyglyph, June 2020
  
  If you like this project and want to see more in the
  future, you can help out by:
  
  To keep up-to-date with my work, visit:
  
  If you have any questions, contact me at:
  This 5e supplement was kindly supported by:
  Ady Veisz Dragia, Anthony Campla, Barkston, Dario
  Hajic, Faolan Twinbear, George, Lex Raine, Michael
  Mckee, Ohr Gaming Network, Steelskin, Victor B.,
  Strider, Zieryk
  and 236 other patrons
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  Become a Patron
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  More 5e supplements
  About
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  Spreading the word: like / share / review
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  My website: www.giffyglyph.com
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  Discord: Giffyglyph#7632
  Email: giffyglyph@gmail.com
  Twitter: twitter.com/giffyglyph
  •
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  Features
  Revised rules, features, and mechanics for levels 1-10.
  New class resources to help fuel new, unique, and
  powerful class features.
  New 10th-level capstone abilities.
  New subclasses and subclass options—choose your
  specialty from the very �rst level.
  Consistent recovery rules—customise your campaign
  with short and long rest recovery options.
  Printable one-page playsheets for all classes.
  And more.
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  Sigil Supporters
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  GIFFYGLYPH'S CLASS COMPENDIUM
  1
  
  Contents
  part 1 : the barbarian
  1 The Barbarian
  4
  •
  Class Details
  4
  •
  Class Features
  5
  2 Primal Paths
  8
  •
  Choose Your Path
  8
  •
  Path of the Berserker
  9
  3 Variant Dials
  10
  •
  Multiclassing
  10
  •
  Restricted Retraining
  10
  •
  Short Rest Recovery
  10
  •
  Sizable Brutalities
  10
  part 2 : the bard
  4 The Bard
  12
  •
  Class Details
  12
  •
  Class Features
  13
  •
  Spell List
  15
  5 Bard Colleges
  16
  •
  Choose Your College
  16
  •
  College of Lore
  17
  6 Variant Dials
  18
  •
  Multiclassing
  18
  •
  No Distinctions
  18
  •
  Short Rest Recovery
  18
  part 3 : the cleric
  7 The Cleric
  20
  •
  Class Details
  20
  •
  Class Features
  21
  •
  Spell List
  23
  8 Divine Domains
  24
  •
  Choose Your Domain
  24
  •
  Life Domain
  25
  9 Variant Dials
  26
  •
  Multiclassing
  26
  •
  No Commandments
  26
  •
  Restricted Retraining
  26
  •
  Short Rest Recovery
  26
  part 4 : the druid
  10 The Druid
  28
  •
  Class Details
  28
  •
  Class Features
  29
  •
  Spell List
  31
  •
  Wild Shape
  32
  11 Druid Circles
  37
  •
  Choose Your Circle
  37
  •
  Circle of the Beast
  38
  •
  Circle of the Land
  39
  12 Variant Dials
  40
  •
  Multiclassing
  40
  •
  Restricted Retraining
  40
  •
  Short Rest Recovery
  40
  part 5 : the fighter
  13 The Fighter
  42
  •
  Class Details
  42
  •
  Class Features
  43
  14 Martial Archetypes
  45
  •
  Choose Your Archetype
  45
  •
  Champion
  46
  •
  Commander
  47
  •
  Defender
  48
  15 Variant Dials
  49
  •
  Multiclassing
  49
  •
  Restricted Retraining
  49
  •
  Short Rest Recovery
  49
  part 6 : the monk
  16 The Monk
  51
  •
  Class Details
  51
  •
  Class Features
  52
  17 Monastic Traditions
  55
  •
  Choose Your Tradition
  55
  •
  Way of the Elementalist
  56
  •
  Way of the Open Hand
  58
  18 Variant Dials
  59
  •
  Multiclassing
  59
  •
  Restricted Retraining
  40
  •
  Short Rest Recovery
  40
  part 7 : the paladin
  19 The Paladin
  61
  •
  Class Details
  61
  •
  Class Features
  62
  •
  Spell List
  65
  20 Sacred Oaths
  66
  •
  Choose Your Oath
  66
  •
  Oath of Devotion
  67
  18 Variant Dials
  59
  •
  Multiclassing
  68
  •
  No Sacred Favor
  68
  •
  Restricted Retraining
  68
  •
  Short Rest Recovery
  68
  part 8 : the ranger
  22 The Ranger
  70
  •
  Class Details
  70
  •
  Class Features
  71
  •
  Survival Instincts
  73
  •
  Ranger Traps
  74
  23 Ranger Archetypes
  75
  •
  Choose Your Archetype
  75
  •
  Fey Walker
  76
  24 Variant Dials
  78
  •
  Multiclassing
  78
  •
  Restricted Retraining
  78
  •
  Short Rest Recovery
  78
  part 9 : the rogue
  25 The Rogue
  80
  •
  Class Details
  80
  •
  Class Features
  81
  26 Roguish Archetypes
  83
  •
  Choose Your Archetype
  83
  •
  Thief
  84
  27 Variant Dials
  85
  •
  Multiclassing
  85
  •
  Restricted Retraining
  49
  •
  Short Rest Recovery
  49
  part 10 : the sorcerer
  28 The Sorcerer
  87
  •
  Class Details
  87
  •
  Class Features
  88
  •
  Spell List
  92
  29 Sorcerous Origins
  93
  •
  Choose Your Origin
  93
  •
  Draconic Bloodline
  94
  30 Variant Dials
  96
  •
  Multiclassing
  96
  •
  Restricted Retraining
  96
  •
  Short Rest Recovery
  96
  part 11 : the warlock
  31 The Warlock
  98
  •
  Class Details
  98
  •
  Class Features
  99
  •
  Spell List
  101
  32 Otherworldly Patrons
  102
  •
  Choose Your Patron
  102
  •
  The Fiend
  103
  33 Pact Boons
  104
  •
  Choosing Your Pact
  104
  •
  Pact of the Blade
  106
  •
  Pact of the Chain
  107
  •
  Pact of the Tome
  108
  •
  Pact of the Wand
  109
  34 Eldritch Invocations
  110
  •
  Choose Your Invocations
  110
  •
  Common Invocations
  111
  35 Variant Dials
  112
  •
  Charisma Spellcasting
  112
  •
  Eldritch Blasting
  112
  •
  No Demands or Favor
  112
  •
  Multiclassing
  112
  •
  Short Rest Recovery
  112
  part 12 : the wizard
  36 The Wizard
  114
  •
  Class Details
  114
  •
  Class Features
  115
  •
  Spell List
  117
  •
  Spellscript
  119
  •
  Spellbooks
  120
  •
  Spell Research
  121
  37 Arcane Traditions
  122
  •
  Choose Your Tradition
  122
  •
  Evocation
  123
  38 Variant Dials
  124
  •
  Alternative Spellbooks
  124
  •
  Multiclassing
  124
  •
  No Spellscript
  124
  •
  Spellbook Capacity
  124
  appendix : the extras
  A Beyond 10th-level
  126
  •
  Multiclassing
  126
  B FAQ
  127
  •
  The Supplement
  127
  •
  The Format
  127
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CONTENTS
  2
  
  PART 1
  PART 1
  PART 1
  PART 1
  PART 1
  The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  Be a brutal barbarian.
  1 The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  The Barbarian
  p4
  p4
  p4
  p4
  p4
  Choose your own Primal Path.
  2 Primal Paths
  Primal Paths
  Primal Paths
  Primal Paths
  Primal Paths
  p8
  p8
  p8
  p8
  p8
  Customise your class with variant options.
  3 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p10
  p10
  p10
  p10
  p10
  
  The Barbarian
  Barbarian
  Level
  Proficiency
  Bonus
  Rages
  Rage
  Damage
  Brutality
  Points
  Brutalities
  Mastered
  Features
  1st
  +2
  2
  +2
  3
  2
  Rage, Unarmored Defense, Brutality, Brutalities, Primal Path
  2nd
  +2
  2
  +2
  4
  2
  Survival Instincts, Reckless Attack
  3rd
  +2
  3
  +2
  5
  3
  Primal Path Features
  4th
  +2
  3
  +2
  6
  3
  Ability Score Improvement
  5th
  +3
  3
  +2
  7
  3
  Extra Attack, Feral Movement
  6th
  +3
  4
  +2
  8
  4
  Primal Path Features
  7th
  +3
  4
  +2
  9
  4
  Feral Instinct
  8th
  +3
  4
  +2
  10
  4
  Greater Ability Score Improvement
  9th
  +4
  4
  +3
  11
  4
  Brutal Critical
  10th
  +4
  4
  +3
  12
  5
  Mastered Rage, Primal Path Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 2d4 x 10 gold pieces (or 50 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  Hit Dice: 1d12 per barbarian level.
  Hit Points (1st Level): 12 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d12 (or 7) + your
  Constitution modi�er per barbarian level after 1st.
  •
  •
  •
  Armor: Light armor, medium armor, shields.
  Weapons: Simple weapons, martial weapons.
  Tools: None.
  Saving Throws: Strength, Constitution.
  Skills: Choose two from Animal Handling, Athletics,
  Intimidation, Nature, Perception, and Survival.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a greataxe or (b) any martial melee weapon.
  (a) two handaxes or (b) any simple weapon.
  An explorer's pack.
  Four javelins.
  •
  •
  •
  •
  B. Custom Equipment
  1
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 1: THE BARBARIAN
  4
  
  As a barbarian, you gain the following class features.
  Rage
  You are able to enter a rage that pushes your physical
  strength beyond its normal limits.
  You can spend a bonus action to enter a rage that lasts
  for up to 1 minute. While raging, you gain the following
  bene�ts if you are not wearing heavy armor:
  You can use this feature a limited number of times, as
  shown in the Rages column of the Class Features
  (Barbarian) table. You recover all expended uses when you
  �nish a long rest.
  During a rage, you can't cast spells or concentrate on
  magic. If you are concentrating on a spell when you enter a
  rage, that concentration ends immediately.
  Magic Items: Some items allow you to trigger magic
  effects—scrolls, wands, etc. You can activate these items
  unless it is speci�ed that you are casting a spell.
  Your rage lasts for 1 minute. It ends early if any of the
  following situations apply:
  An unarmed attack (such as a punch, kick, headbutt, etc)
  counts as a melee weapon attack—it gains the bene�t of
  your rage damage.
  Unarmored Defense
  While you are not wearing any armor, your armor class
  equals 10 + your Constitution modi�er + either (a) your
  Dexterity modi�er or (b) your Intelligence modi�er—you
  may choose which modi�er to use.
  You can use a shield and still gain this bene�t.
  Unarmored AC: 10 + your Constitution modifier + your
  Dexterity or Intelligence modifier (your choice)
  Brutality
  You have a number of brutality points, as shown in the
  Brutality Points column of the Class Features (Barbarian)
  table. You can spend brutality to overwhelm your enemies
  with brutalities—and you may learn other applications
  from your Primal Path.
  You recover all expended brutality points when you
  �nish a long rest.
  Brutalities
  At 1st-level, you have mastered two brutalities of your
  choice. You master additional brutalities as you gain more
  barbarian levels, as show in the Brutalities Known column
  of the Class Features (Barbarian) table.
  Once per turn, you may spend one brutality point to
  use one of your mastered brutalities.
  Replacing a Brutality: Whenever you �nish a long rest,
  you may replace one of your mastered brutalities with
  another brutality.
  Saving Throws: Use your Strength modi�er to
  determine the saving throw DC for your brutalities.
  Brutality Save DC: 8 + your proficiency bonus + your
  Strength modifier
  When you hit a creature with a melee weapon attack, you
  can attempt to damage another nearby creature. Choose a
  creature that is (a) within 5 ft of the original target and (b)
  within your reach. If the original attack roll would hit the
  second creature, that creature takes 1d6 damage.
  The damage is of the same type dealt by the original
  attack, and cannot exceed the total damage dealt by the
  original attack.
  Greater Cleave: Starting at 5th level, the damage
  increases from 1d6 to 2d8.
  Superior Cleave: Starting at 9th level, the damage
  increases from 2d8 to 3d10.
  Class Features
  1
  Brutal Strength: You have advantage on Strength
  checks and Strength saving throws.
  Rage Damage: When you make a melee weapon attack
  using Strength, you gain a bonus to the damage roll as
  shown in the Rage Damage column of the Class Features
  (Barbarian) table.
  Thick Skin: You have resistance to bludgeoning,
  piercing, and slashing damage from both magical and
  non-magical sources.
  •
  •
  •
  Spellcasting
  Ending a Rage
  Blackout: You are knocked unconscious.
  Passive Aggression: Your turn ends and either (a) you
  haven't attacked a hostile creature or (b) you haven't
  taken any damage since the end of your previous turn.
  Serenity Now: You spend a bonus action on your turn
  to end your rage.
  •
  •
  •
  Unarmed Attacks
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Unarmored AC
  1
   
   
  EXAMPLE PLACEHOLDER
  1
  Brutality Save DC
  Cleave
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 1: THE BARBARIAN
  5
  
  When you hit an adjacent creature with an opportunity
  attack and you have at least one hand free, you can
  attempt to grab hold of the creature. If the target is Large
  or smaller, it must make a Strength or Dexterity saving
  throw—the target may choose which. On a failed save, the
  target is grabbed and gains the Grappled condition.
  Greater Grab: Starting at 5th level, you can use this
  brutality against Huge creatures.
  Superior Grab: Starting at 9th level, can use this
  brutality against Gargantuan creatures.
  When you hit an adjacent creature with a melee weapon
  attack, you can use a bonus action to attempt to knock the
  creature down. If the target is Large or smaller, it must
  make a Strength saving throw. On a failed save, you knock
  the target prone.
  Greater Headbutt: Starting at 5th level, you can use this
  brutality against Huge creatures.
  Superior Headbutt: Starting at 9th level, you can use
  this brutality against Gargantuan creatures.
  When you hit an adjacent creature with a melee weapon
  attack, you can try to kick it away from you. If the target is
  Large or smaller, it must make a Strength saving throw. On
  a failed save, you knock the target back up to 10 ft.
  Greater Kick: Starting at 5th level, you can use this
  brutality against Huge creatures.
  Superior Kick: Starting at 9th level, you can use this
  brutality against Gargantuan creatures.
  When you hit an adjacent creature with a melee weapon
  attack, you can attempt to frighten the target. The target
  must make a Wisdom saving throw. On a failed save, it is
  frightened of you until the end of your next turn.
  Greater Roar: Starting at 5th level, you can target one
  additional creature that is within 5 ft of you.
  Superior Roar: Starting at 9th level, you can target one
  additional creature that is within 10 ft of you.
  When you hit a creature with a melee weapon attack, you
  can momentarily weaken its defenses. Until the start of
  your next turn, the next attack roll made against the target
  by an attacker other than you has advantage.
  Greater Smash: Starting at 5th level, the target grants
  advantage to the next two attack rolls made against it
  before the start of your next turn.
  Superior Smash: Starting at 9th level, the target grants
  advantage to the next three attack rolls made against it
  before the start of your next turn.
  Primal Path
  Choose a Primal Path. You gain features from your Primal
  Path at 1st, 3rd, 6th, and 10th level.
  You gain access to four unique brutalities from your Primal
  Path. Add these to your list of brutality options.
  Survival Instincts
  Choose one of the following options.
  You have advantage on Dexterity saving throws against
  effects that you can see—such as traps, spells, and attacks.
  To gain this bene�t, you can't be blinded, deafened, or
  incapacitated.
  You become pro�cient in your choice of two of the
  following skills: Animal Handling, Medicine, Nature,
  Perception, or Survival.
  Your pro�ciency bonus is doubled for any ability check
  you make that uses either of those skills.
  Reckless Attack
  Before you make your �rst attack on your turn, you can
  choose to attack recklessly. You have advantage on all
  melee weapon attack rolls using Strength until the end of
  your turn. But in return, all attack rolls made against you
  have advantage until the start of your next turn.
  Reckless Brutalities: While you are being reckless, you
  can't use a mastered brutality unless that brutality
  speci�es otherwise.
  Grab
  Headbutt
  Kick
  Roar
  Smash
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Primal Brutalities
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  Danger Sense
  Primal Knowledge
   
   
   
  EXAMPLE PLACEHOLDER
  2
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 1: THE BARBARIAN
  6
  
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th level, you
  gain another ability score improvement.
  Extra Attack
  You can attack twice, instead of once, whenever you take
  the Attack action on your turn.
  Feral Movement
  Choose one of the following options.
  Your natural speed increases by 10 ft while you're not
  wearing heavy armor. If you have multiple forms of innate
  movement—such as climbing, �ying, swimming, etc—each
  movement speed increases by 10 ft.
  Unnatural Movement: If you gain a movement speed
  through an external effect—such as an item, feature, or
  spell—that speed doesn't increase with this feature.
  When a creature ends its turn within 15 ft of you, you can
  spend your reaction to move up to half your speed to a
  space closer to the creature. This movement doesn’t
  provoke opportunity attacks.
  Feral Instinct
  You have advantage on your initiative rolls. If you are
  surprised at the beginning of combat and aren't
  incapacitated, you can act normally on your �rst turn—but
  only if you enter your rage before doing anything else on
  that turn.
  Brutal Critical
  You can roll one additional weapon damage die when
  determining the extra damage for a critical hit with a
  melee attack.
  Brutality: Whenever you reduce a creature to 0 hit
  points with a critical hit from a melee attack, you regain 1
  expended brutality point.
  Mastered Rage
  When you enter a rage, you may choose to master it. Each
  time you do so, pick one of the following options—you gain
  this in addition to the other features granted by your rage
  ability.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  For the duration of your mastered rage, your natural speed
  increases by 10 ft. If you have multiple forms of innate
  movement—such as climbing, �ying, swimming, etc—each
  movement speed increases by 10 ft.
  Fast Mover: If you have the Fast Mover trait, this bene�t
  stacks.
  For the duration of your mastered rage, double the damage
  bonus granted by your Rage Damage.
  For the duration of your mastered rage, you may cast and
  concentrate on spells as normal.
  For the duration of your mastered rage, your pro�ciency
  bonus is doubled for any ability check you make that uses
  Intimidation or Athletics.
  4
  5
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  5
  Fast Mover
  Leap
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  7
   
   
  EXAMPLE PLACEHOLDER
  9
   
   
   
  EXAMPLE PLACEHOLDER
  10
  Fast
  Fierce
  Focused
  Frightening
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 1: THE BARBARIAN
  7
  
  Primal Paths
  A
  fierce rage burns deep in your heart—a
  white-hot �re that can push you above and beyond
  your mortal limitations. But without control, your greatest
  strength can become your greatest weakness.
  To help you master your rage—for good or ill—you must
  choose a Primal Path. Walk this path to discover your own
  unique strength and how to wield it.
  Choose your path from one of the following options:
  Brutal Barbarian is a work-in-progress with a limited number
  of paths. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for some primal paths you'd like to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating a Primal Path
  To create your own Primal Path (or to convert an existing
  path from other sources), follow these steps:
  1. Create 4 Brutalities: At 1st-level, primal paths expand
  the barbarian brutality list with 4 unique brutalities.
  Create some new ways to be brutal that are thematic to
  your path—be as �avorsome as you can.
  2. Create 3rd and 6th-level Features: Primal paths grant
  new features at 3rd and 6th-level. Rage is the primary
  feature of the barbarian—try to use it in interesting
  ways, either as a resource or an enhancement.
  3. Create a 10th-level Capstone: At 10th-level, primal
  paths grant a unique capstone feature. This is the
  pinnacle of your path's theming—capture it's essence.
  And that's it, your primal path is complete!
  Choose Your Path
  Path of the Berserker: You are a frenzied force of
  destruction on the battle�eld–enemies run in fear from
  your intimidating presence.
  •
  Paths Yet to Come
  Path of the Bulwark: You are unbreakable—a fixed point
  in battle. When you hold the line, that line stays held.
  Path of the Conqueror: You are a conqueror, destined—
  or determined—to rule. Where you lead, others follow.
  Where you wage war, others flee—or fall.
  Path of the Flagellant: Pain drives you forward. As you
  take damage, you turn that pain into fury and rage.
  Path of the Zealot: You have a fanatical belief in someone
  or something—a god, a leader, a cause—and your blood
  boils in the presence of disbelievers.
  •
  •
  •
  •
  Ensure your brutalities have a clear triggering event
  —"when X happens, you can Y".
  Brutalities improve at 5th and 9th-level.
  As a general rule of thumb, aim for a varied 3-to-1
  mix of combat-enhancing and social/skill-enhancing
  brutalities.
  •
  •
  •
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 2: PRIMAL PATHS
  8
  
  The Path of the Berserker is a path of untrammeled fury,
  slick with blood. Your rage is a means to an end—that end
  being brutal violence.
  As you enter the berserker's rage, you thrill in the wild
  chaos and bloodshed of battle—heedless of your own
  health or well-being.
  Primal Brutalities
  Add the following four brutalities to your list of brutality
  options: bloodlust, charge, ferocity, and relentless.
  When you reduce a creature to 0 hit points with a melee
  weapon attack while raging, you can attempt to move and
  attack another creature.
  You may spend a bonus action to move up to half your
  speed towards another creature. If the creature is (a)
  within your reach and (b) your original attack would hit it,
  that creature takes 1d6 damage.
  The damage is of the same type dealt by the original
  attack, and cannot exceed the total damage dealt by the
  original attack.
  Greater Bloodlust: Starting at 5th level, the damage
  increases from 1d6 to 2d8.
  Superior Bloodlust: Starting at 9th level, the damage
  increases from 2d8 to 3d10.
  When you move at least 20 ft straight towards a creature
  while raging and hit it with a melee weapon attack, you
  can deal 1d6 extra damage with your attack.
  The damage is of the same type dealt by the original
  attack, and cannot exceed the total damage dealt by the
  original attack.
  Greater Charge: Starting at 5th level, the damage
  increases from 1d6 to 2d8.
  Superior Charge: Starting at 9th level, the damage
  increases from 2d8 to 3d10.
  When you make an ability check and use Athletics or
  Intimidation, you can roll 1d6 and add it to the result. You
  can wait until after you roll your check before deciding to
  use this brutality, but you must decide before the GM says
  whether your check succeeds or fails.
  Greater Ferocity: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Ferocity: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  When you are reduced to 0 hit points while raging but not
  killed outright, you can drop to 1 hit point instead. You can't
  use this brutality again until you finish a long rest.
  Greater Relentless: Starting at 5th level, you can use
  this brutality two times per long rest.
  Superior Relentless: Starting at 9th level, you can use
  this brutality three times per long rest.
  Frenzy
  When you rage, you may choose to go into a frenzy. If you
  do so, for the duration of your rage you can make one
  additional melee weapon attack once per turn when you
  take the Attack action.
  When your frenzied rage ends, you must immediately
  do one of the following:
  Mindless Rage
  You can't be charmed or frightened while raging. If you are
  charmed or frightened when you enter your rage, the
  effect is suspended for the duration of the rage.
  Intimidating Presence
  You can use your action to frighten someone. Choose one
  creature that you can see within 30 feet of you. If the
  creature can see or hear you, it must make a Wisdom
  saving throw (DC equal to 8 + your pro�ciency bonus +
  your Strength modi�er) to avoid being frightened.
  If the Creature Succeeds: The creature is immune to
  your Intimidating Presence for the next 24 hours.
  If the Creature Fails: The creature is frightened of you
  until the end of your next turn. On subsequent turns, you
  can spend 1 action to extend the duration of this effect on
  one frightened creature until the end of your next turn.
  This effect ends if the creature ends its turn out of line of
  sight or more than 60 feet away from you.
  Path of the Berserker
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Bloodlust
  Charge
  Ferocity
  Relentless
  3
  Spend one of your hit die.
  Spend two points of brutality.
  Suffer one level of exhaustion.
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  6
  10
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 2: PRIMAL PATHS
  9
  
  Variant Dials
  I
  f you want to adjust the brutal barbarian
  class to better suit your own campaign and playstyle,
  then consider these variant dials.
  If your campaign supports multiclassing, apply these
  modi�ers to use Brutal Barbarian as a multiclass option:
  If you want to make retraining a little more signi�cant or
  costly for the barbarian, try using these options.
  To change your brutalities, you must be in a safe sanctuary
  —such as a village, town, or city—where you are able to
  concentrate on your training.
  To change your brutalities, you must have access to
  appropriate facilities—training grounds, practice weapons,
  sparring partners and mentors, etc.
  This supplement emphasizes the use of long rests as a
  primary recovery mechanic. But if your campaign is more
  dependent on short rests, try this alternative class table:
  Barbarian (Short Rest Recovery)
  Level
  Brutality Points
  1st
  1
  2nd
  2
  3rd
  2
  4th
  2
  5th
  2
  Level
  Brutality Points
  6th
  2
  7th
  2
  8th
  3
  9th
  3
  10th
  3
  You recover all expended brutality points when you
  �nish a short or long rest.
  Some brutalities feature hard-wired size limitations—but if
  you want to tie these limitations to character size instead,
  apply the following changes:
  Tying brutalities directly to character size will strongly
  incentivize players to pick larger races over smaller ones.
  Multiclassing
  Minimum Requirement: Strength 13.
  Pro�ciencies: Shields, simple weapons, martial
  weapons.
  Brutalities: You can't use any mastered brutalities until
  you are a 3rd-level barbarian.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
  Short Rest Recovery
  Class Features
  Sizable Brutalities
  Large Creatures: Your size category + 1.
  Huge Creatures: Your size category + 2.
  Gargantuan Creatures: Your size category + 3.
  •
  •
  •
  Optimal Stats & Sizing
  3
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 3: VARIANT DIALS
  10
  
  PART 2
  PART 2
  PART 2
  PART 2
  PART 2
  The Bard
  The Bard
  The Bard
  The Bard
  The Bard
  Be a brilliant bard.
  4 The Bard
  The Bard
  The Bard
  The Bard
  The Bard
  p12
  p12
  p12
  p12
  p12
  Choose your own Bard College.
  5 Bard Colleges
  Bard Colleges
  Bard Colleges
  Bard Colleges
  Bard Colleges
  p16
  p16
  p16
  p16
  p16
  Customise your class with variant options.
  6 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p18
  p18
  p18
  p18
  p18
  
  The Bard
  Bard
  Level
  Proficiency
  Bonus
  Composition
  Points
  Bardic
  Inspiration
  Cantrips
  Known
  Spells
  Known
  Spell Slots
  Features
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  2
  d6
  2
  4
  2
  Spellcasting, Composition, Bardic
  Inspiration, Bard College
  2nd
  +2
  3
  d6
  2
  5
  3
  Jack of All Trades, Song of Rest
  3rd
  +2
  4
  d6
  2
  6
  4
  2
  Expertise, Bard College Features
  4th
  +2
  5
  d6
  3
  7
  4
  3
  Ability Score Improvement
  5th
  +3
  7
  d8
  3
  8
  4
  3
  2
  6th
  +3
  9
  d8
  3
  9
  4
  3
  3
  Countercharm, Bard College Features
  7th
  +3
  11
  d8
  3
  10
  4
  3
  3
  1
  8th
  +3
  14
  d8
  3
  11
  4
  3
  3
  2
  Greater Ability Score Improvement
  9th
  +4
  17
  d8
  3
  12
  4
  3
  3
  3
  1
  10th
  +4
  20
  d10
  4
  12
  4
  3
  3
  3
  2
  Magical Secrets, Chords of Power,
  Bard College Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 x 10 gold pieces (or 120 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Hit Dice: 1d8 per bard level.
  Hit Points (1st-level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per bard level after 1st.
  •
  •
  •
  Armor: Light armor.
  Weapons: Simple weapons, hand crossbows,
  longswords, rapiers, shortswords.
  Tools: Three musical instruments of your choice.
  Saving Throws: Dexterity, Charisma.
  Skills: Choose any three.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a rapier, (b) a longsword, or (c) any simple weapon.
  (a) a diplomat's pack or (b) an entertainer's pack.
  (a) a lute or (b) any other musical instrument.
  Leather armor and a dagger
  •
  •
  •
  •
  B. Custom Equipment
  4
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 4: THE BARD
  12
  
  As a bard, you gain the following class features.
  Spellcasting
  You gain the ability to cast magic spells using words of
  power and musical notes.
  At 1st-level, you know two cantrips of your choice from the
  bard spell list. You learn additional bard cantrips of your
  choice at higher levels, as shown in the Cantrips Known
  column of the Class Features (Bard) table.
  Replacing Known Cantrips: When you gain a bard level,
  you can choose one of the bard cantrips you know and
  replace it with another cantrip from the bard spell list.
  The Class Features (Bard) table shows how many spell slots
  you have to cast your spells of 1st level and higher. To cast
  one of your spells, you must spend a slot of the spell's level
  or higher. You regain all expended spell slots when you
  �nish a long rest.
  At 1st-level, you know four 1st-level spells of your choice
  from the bard spell list. The Spells Known column of the
  Class Features (Bard) table shows when you learn more
  bard spells of your choice. Each of these spells must be of
  a level for which you have spell slots.
  Replacing Known Spells: When you gain a bard level,
  you may choose one of the bard spells you know and
  replace it with another spell from the bard spell list. This
  new spell must be of a level for which you have spell slots.
  Charisma is your spellcasting ability for your bard spells.
  Use your Charisma modi�er to determine the saving throw
  DC or attack modi�er for a bard spell you cast.
  Spell Save DC: 8 + your proficiency bonus + your
  Charisma modifier
  Spell Attack Modifier: your proficiency bonus + your
  Charisma modifier
  You can cast any bard spell you know as a ritual if that
  spell has the ritual tag.
  You use a musical instrument as a spellcasting focus for
  your bard spells.
  Composition
  You have a number of composition points, as shown in the
  Composition Points column of the Class Features (Bard)
  table. You can spend composition to inspire and revitalize
  your allies—and you may learn other applications from
  your Bard College.
  You recover all expended composition points when you
  �nish a long rest.
  Bardic Inspiration
  You can use your compositions to inspire other creatures
  with stirring words and music.
  Class Feature (Bard)
  Spend one bonus action and one point of composition to
  choose one creature other than yourself that is (a) within 60
  feet of you and (b) can hear you. The chosen creature gains
  one Bardic Inspiration die—a d6.
  Bard College
  Choose a Bard College. You gain features from your Bard
  College at 1st, 3rd, 6th, and 10th-level.
  Each college has a set of three guiding principles—its
  pledges—that help to preserve bardic traditions. Respect
  these pledges to gain distinction from fellow bards.
  Collegiate Distinction: If you make a notable effort
  while honoring your collegiate pledges, you may gain a
  mark of distinction.
  During a long rest, you can spend one mark of
  distinction to share songs with another bard and replace
  one of your known bard spells (including cantrips) with
  another spell from the bard spell list. The new spell must
  be of the same spell level as the one you replace.
  Class Features
  1
  Cantrips
  Spell Slots
   
  EXAMPLE PLACEHOLDER
  Spells Known of 1st Level and Higher
  Spellcasting Ability
  Spellcasting Ability
  Ritual Casting
  Spellcasting Focus
  1
  1
  Bardic Inspiration
  being inspired: A creature with Bardic Inspiration has
  10 minutes in which to choose to roll the die and add the
  number rolled to one ability check, attack roll, or saving
  throw it makes. The creature can wait until after it rolls
  before deciding to use the Bardic Inspiration die, but it
  must do so before the GM says whether the roll
  succeeds or fails.
  Once the die is rolled, it is spent. A creature can have
  only one Bardic Inspiration die at a time.
  growing inspiration: The Bardic Inspiration die grows
  as you gain bard levels, as shown in the Bardic Inspiration
  column of the Class Features (Bard) table.
  1
  Collegiate Pledges
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 4: THE BARD
  13
  
  At 1st-level, you gain a unique way to use your Bardic
  Inspiration class feature from your Bard College.
  Jack of All Trades
  You can add half your pro�ciency bonus, rounded down, to
  any ability check you make that doesn't already include
  your pro�ciency bonus.
  Song of Rest
  During a short rest, you can help to revitalize your allies by
  playing a soothing song or telling an inspiring story.
  If you—or any friendly creature who can hear your
  performance—regain hit points by spending one or more
  Hit Dice, each creature regains an extra 1d6 hit points.
  Greater Song of Rest: At 9th-level, the extra hit points
  regained increases from 1d6 to 1d8.
  When you begin a Song of Rest, you can spend composition
  to increase the bonus hit points granted.
  For each point of composition you spend, increase the
  die size of your song by one step (to a maximum of 1d12).
  Composed Song of Rest: d6 → d8 → d10 → d12
  Expertise
  Choose two skills in which you are pro�cient. You gain
  expertise in these skills, doubling your pro�ciency bonus
  for any ability check you make that uses either skill.
  Greater Expertise: At 10th-level, choose two additional
  skills in which you are pro�cient—you gain expertise in
  these skills also.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Countercharm
  As an action, you start a performance that lasts until the
  end of your next turn. During that time, you and any
  friendly creatures within 30 feet of you have advantage on
  saving throws against being frightened or charmed.
  A creature must be able to hear you to bene�t from
  this. The performance ends early if you are incapacitated,
  silenced, or if you voluntarily end it as a free action.
  As you begin to perform Countercharm, you may choose to
  alter your performance in the following ways.
  Fermata: Spend one point of composition to extend the
  maximum duration of your Countercharm by one
  additional round.
  Forte: Spend one point of composition to extend the
  maximum range of your Countercharm from 30 ft to 60 ft.
  Vivace: Spend one point of composition to perform
  Countercharm as a bonus action instead of a full action.
  Magical Secrets
  You learn two spells of your choice from any class. The
  spells don't have to be from the same class, but they must
  be a cantrip or of a spell level that you can cast.
  The chosen spells count as bard spells for you and don't
  count against the number of bard spells you know.
  Chords of Power
  In your trained hands, a musical instrument can suddenly
  become a dangerous, sonic weapon.
  Class Feature (Bard)
  As a bonus action, you start a performance that lasts for up
  to 1 minute. During this time, any musical instrument that
  you hold can be used as:
  a. A simple weapon that deals 1d10 thunder damage.
  b. A simple ranged weapon (range 60 ft) that deals 1d8
  thunder damage.
  When you make an attack with a musical instrument, you
  can use your Charisma modifier (instead of Strength or
  Dexterity) for the attack and damage rolls.
  Collegiate Inspiration
  2
  2
  Composed Song of Rest
  Song of Rest
   
   
  EXAMPLE PLACEHOLDER
  3
  4
  6
  Composed Countercharm
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
  10
  Chords of Power
  curtain call: Your performance ends early if (a) you are
  incapacitated, (b) you are silenced, or (c) you voluntarily
  end it as a free action.
  limited run: You may use this feature once, and you
  regain expended uses when you finish a long rest.
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 4: THE BARD
  14
  
  Class Feature (Bard)
  Cantrips
  01-08
  Blade Ward
  09-16
  Dancing Lights
  17-24
  Friends
  25-32
  Light
  33-40
  Mage Hand
  41-48
  Mending
  49-56
  Message
  57-64
  Minor Illusion
  65-72
  Prestidigitation
  73-80
  Thunderclap
  81-88
  True Strike
  89-96
  Vicious Mockery
  1st-level
  01-04
  Animal Friendship
  05-08
  Bane
  09-12
  Cause Fear
  13-16
  Charm Person
  17-20
  Color Spray
  21-24
  Command
  25-28
  Comprehend Languages
  29-32
  Cure Wounds
  33-36
  Detect Magic
  37-40
  Disguise Self
  41-44
  Dissonant Whispers
  45-48
  Earth Tremor
  49-52
  Faerie Fire
  53-56
  Feather Fall
  57-60
  Healing Word
  61-64
  Heroism
  65-68
  Identify
  69-72
  Illusory Script
  73-76
  Longstrider
  77-80
  Silent Image
  81-84
  Sleep
  85-88
  Speak with Animals
  89-92
  Tasha's Hideous Laughter
  93-96
  Thunderwave
  97-00
  Unseen Servant
  2nd-level
  01-03
  Aid
  04-06
  Animal Messenger
  07-09
  Blindness/Deafness
  10-12
  Calm Emotions
  13-15
  Cloud of Daggers
  16-18
  Crown of Madness
  19-21
  Detect Thoughts
  22-24
  Enhance Ability
  25-27
  Enlarge/Reduce
  28-30
  Enthrall
  31-33
  Heat Metal
  34-36
  Hold Person
  37-39
  Invisibility
  40-42
  Knock
  43-45
  Lesser Restoration
  46-48
  Locate Animals or Plants
  49-51
  Locate Object
  52-54
  Magic Mouth
  55-57
  Mind Spike
  58-60
  Mirror Image
  61-63
  Phantasmal Force
  64-66
  Pyrotechnics
  67-69
  See Invisibility
  70-72
  Shatter
  73-75
  Silence
  76-78
  Skywrite
  79-81
  Suggestion
  82-84
  Warding Wind
  85-87
  Zone of Truth
  3rd-level
  01-04
  Bestow Curse
  05-08
  Catnap
  09-12
  Clairvoyance
  13-16
  Dispel Magic
  17-20
  Enemies Abound
  21-24
  Fear
  25-28
  Feign Death
  29-32
  Glyph of Warding
  33-36
  Hypnotic Pattern
  37-40
  Leomund's Tiny Hut
  41-44
  Major Image
  45-48
  Mass Healing Word
  49-52
  Nondetection
  53-56
  Plant Growth
  57-60
  Sending
  61-64
  Slow
  65-68
  Speak with Dead
  69-72
  Speak with Plants
  73-76
  Stinking Cloud
  77-80
  Tiny Servant
  81-84
  Tongues
  4th-level
  01-10
  Charm Monster
  11-20
  Compulsion
  21-30
  Confusion
  31-40
  Dimension Door
  41-50
  Freedom of Movement
  51-60
  Greater Invisibility
  61-70
  Hallucinatory Terrain
  71-80
  Locate Creature
  81-90
  Phantasmal Killer
  91-00
  Polymorph
  5th-level
  01-05
  Animate Objects
  06-10
  Awaken
  11-15
  Contact Other Plane
  16-20
  Dominate Person
  21-25
  Dream
  26-30
  Geas
  31-35
  Greater Restoration
  36-40
  Hold Monster
  41-45
  Legend Lore
  46-50
  Mass Cure Wounds
  51-55
  Mislead
  56-60
  Modify Memory
  61-65
  Planar Binding
  66-70
  Raise Dead
  71-75
  Rary's Telepathic Bond
  76-80
  Scrying
  81-85
  Seeming
  86-90
  Skill Empowerment
  91-95
  Synaptic Static
  96-00
  Teleportation Circle
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 4: THE BARD
  15
  
  Bard Colleges
  A
  rt demands an audience, and bards are
  nothing if not gregarious. To perfect their art, bards
  seek others out to swap songs and stories, boast of their
  accomplishments, and share their knowledge. Bards often
  form loose associations—their colleges—to facilitate their
  gatherings and preserve their traditions.
  Whatever your background, this chapter introduces a
  variety of colleges for you to choose from. De�ne your
  bardic traditions and perfect your art.
  Choose your college from one of the following options:
  Brilliant Bard is a work-in-progress with a limited number of
  origins. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for bard college you want to see in the future?
  Make a suggestion at patreon.com/giffyglyph.
  Creating a College
  To create your own Bard College (or to convert an existing
  college from other sources), follow these steps:
  1. Create 3 Pledges: A bard college pledges to do three
  things. These pledges should be relatively open-ended
  and act as a roleplaying hook for your players.
  2. Create a Collegiate Inspiration: Bard colleges grant a
  unique way of using the Bardic Inspiration die at 1st-
  level. This should be a thematic part of your college's
  overall identity.
  3. Create 3rd and 6th-level Features: Bard colleges grant
  features at 3rd and 6th-level.
  4. Create a 10th-level Capstone: At 10th-level, bard
  colleges grant a unique capstone feature that is the
  pinnacle of your college's theming.
  And that's it, your college is complete!
  Choose Your College
  College of Lore: You are a gatherer of knowledge and a
  seeker of truth, spinning little rumors into world-
  changing stories.
  •
  Colleges Yet to Come
  College of Colors: You are a maestro with a paintbrush,
  transforming the uninspired into pieces of living art.
  College of Dance: You dazzle, inspire, amaze, and
  astound your audience with elegant movements and
  well-practiced choreography.
  College of Runespeak: You have mastered the ancient
  runespeech of the dragons, using words of power to
  transform the world.
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  5
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 5: BARD COLLEGES
  16
  
  You are a bard of the College of Lore and you know a little
  something about almost anything. From scholarly tomes in
  ancient ruins to peasant tales in dingy taverns, you collect
  fragments of knowledge from all corners of the world and
  spin local rumor into world-changing truth.
  Collegiate Pledges
  You—and other bards of your college—are guided by the
  following collegiate pledges:
  1. Find the Truth: Inside every rumor hides a little truth.
  Collect stories wherever you go and assemble little
  truths into big discoveries.
  2. Fight Corruption: Corrupt authorities are known to
  obscure truth and suppress knowledge. Expose and
  subvert these authorities so that the truth can shine.
  3. Create History: You are not an archivist, trapping lore
  in books to hide on dusty shelves. You are a bard. Use
  your knowledge to change the world.
  Collegiate Inspiration
  You learn how to use your wit to distract, confuse, and
  otherwise sap the con�dence and competence of others.
  Class Feature (Bard)
  When a creature that you can see within 60 feet of you
  makes (a) an attack roll, (b) an ability check, or (c) a
  damage roll, you can use your reaction to spend one point
  of composition and unleash some Cutting Words.
  Roll your Bardic Inspiration die and subtract the number
  rolled from the creature's roll. You can choose to use this
  feature after the creature makes its roll, but it must be
  before (a) the GM determines whether the attack roll or
  ability check succeeds or fails, or (b) the creature deals its
  damage.
  Diverse Education
  You gain pro�ciency with three skills of your choice.
  Hidden Lore
  You learn two spells of your choice from any class. The
  spells don't have to be from the same class, but they must
  be a cantrip or of a level that you can cast—as shown in the
  Class Features (Bard) table.
  The chosen spells count as bard spells for you and don't
  count against the number of bard spells you know.
  Peerless Skill
  When you make an ability check, you can spend one point
  of composition to inspire yourself. Roll a Bardic Inspiration
  die and add the number rolled to your ability check result.
  You can wait until after you roll your check before
  deciding to use this feature, but you must decide before
  the GM says whether your check succeeds or fails.
  College of Lore
  1
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Cutting Words
  i'm not listening: The creature is immune if it can't
  hear you or is immune to being charmed.
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
   
   
   
   
  EXAMPLE PLACEHOLDER
  6
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 5: BARD COLLEGES
  17
  
  Variant Dials
  I
  f you want to adjust the brilliant bard class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, apply these
  modi�ers to use Brilliant Bard as a multiclass option:
  If collegiate pledges are not a suitable match for your
  campaign, then consider replacing them—and collegiate
  distinction—with Bardic Versatility as shown below.
  Bardic Versatility
  During a long rest, you can replace one of your known
  bard spells (including cantrips) with another spell from the
  bard spell list. The new spell must be of the same spell
  level as the one you replace.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. But if you want to put more focus on
  taking short rests for your bard, use this alternative
  method of allocating composition points.
  Composition
  Starting at 1st level, you have a number of composition
  points equal to your Charisma modi�er (a minimum of 1).
  You regain any expended composition points when you
  �nish a long rest.
  Starting at 5th level, you regain any expended
  composition points when you �nish a short or long rest.
  Multiclassing
  Minimum Requirement: Charisma 13.
  Pro�ciencies: Light armor, one skill of your choice, one
  musical instrument of your choice.
  Collegiate Inspiration: You can't use your collegiate
  inspiration until you are 3rd level.
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  No Distinctions
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  6
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 6: VARIANT DIALS
  18
  
  PART 3
  PART 3
  PART 3
  PART 3
  PART 3
  The Cleric
  The Cleric
  The Cleric
  The Cleric
  The Cleric
  Be a capable cleric.
  7 The Cleric
  The Cleric
  The Cleric
  The Cleric
  The Cleric
  p20
  p20
  p20
  p20
  p20
  Choose your own Divine Domain.
  8 Divine Domains
  Divine Domains
  Divine Domains
  Divine Domains
  Divine Domains
  p24
  p24
  p24
  p24
  p24
  Customise your class with variant options.
  9 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p26
  p26
  p26
  p26
  p26
  
  The Cleric
  Cleric
  Level
  Proficiency
  Bonus
  Faith
  Points
  Cantrips
  Known
  Spell Slots
  Features
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  3
  2
  Divine Domain, Spellcasting
  2nd
  +2
  2
  3
  3
  Faith, Channel Divinity, Divine Domain Features
  3rd
  +2
  2
  3
  4
  2
  4th
  +2
  3
  4
  4
  3
  Ability Score Improvement
  5th
  +3
  3
  4
  4
  3
  2
  6th
  +3
  4
  4
  4
  3
  3
  Benedictions, Divine Domain Features
  7th
  +3
  5
  4
  4
  3
  3
  1
  8th
  +3
  6
  4
  4
  3
  3
  2
  Greater Ability Score Improvement, Divine Domain
  Features
  9th
  +4
  7
  4
  4
  3
  3
  3
  1
  10th
  +4
  8
  5
  4
  3
  3
  3
  2
  Divine Intervention
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 x 10 gold pieces (or 120 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  —
  —
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  —
  —
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  —
  —
  —
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  —
  —
  —
  —
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  —
  —
  —
  Hit Dice: 1d8 per cleric level.
  Hit Points (1st Level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per cleric level after 1st.
  •
  •
  •
  Armor: Light armor, medium armor, shields.
  Weapons: Simple weapons.
  Tools: None.
  Saving Throws: Wisdom, Charisma.
  Skills: Choose two from History, Insight, Medicine,
  Persuasion, and Religion.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a mace or (b) a warhammer.
  (a) scale mail, (b) leather armor, or (c) chain mail.
  (a) a light crossbow and 20 bolts or (b) a simple weapon.
  (a) a priest's pack or (b) an explorer's pack.
  A shield and a holy symbol.
  •
  •
  •
  •
  •
  B. Custom Equipment
  7
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 7: THE CLERIC
  20
  
  As a cleric, you gain the following class features.
  Divine Domain
  Choose a Divine Domain. You gain features from your
  Divine Domain at 1st, 2nd, 6th, and 8th level.
  Each domain has a set of three guiding principles—its
  commandments—that help to direct you in the service of
  your deity. Honor these commandments to gain—and
  maintain—the favor of your deity.
  Divine Favor: If you make a notable effort to honor a
  commandment, you may be blessed with divine favor. You
  can hold a maximum number of divine favors at one time
  equal to your Wisdom modi�er (minimum 1).
  On your turn, as a free action, you may spend one point
  of divine favor to do one of the following:
  Transgression: If your deity decides that you have
  actively broken or rejected a commandment, some of your
  divine power may be stripped away for a time.
  Roll a d6 and check the Transgression table below to
  �nd out which class feature you lose access to. Reroll any
  result that doesn't fully apply to you.
  d6
  Feature Lost
  1
  Domain Spells
  2
  1d4 Faith Points
  3
  1 Channel Divinity
  d6
  Feature Lost
  4
  Divine Intervention
  5
  Ritual Casting
  6
  Another Feature
  Penance: If you have transgressed, you will have to
  perform a penance to regain your deity's favor. The scale
  of this penance may vary depending on the severity of
  your transgression, but some common forms include:
  If your penance is accepted, you regain one lost feature.
  Each domain has a list of spells—its domain spells—that
  you gain at the cleric levels noted in the domain
  description. Once you gain a domain spell, you always have
  it prepared, and it doesn't count against the number of
  spells you can prepare each day.
  If you have a domain spell that doesn't appear on the
  cleric spell list, the spell is still a cleric spell for you.
  Spellcasting
  You gain the ability to cast cleric spells by channeling
  divine power.
  At 1st level, you know three cantrips of your choice from
  the cleric spell list. You learn additional cleric cantrips of
  your choice at higher levels, as shown in the Cantrips
  Known column of the Class Features (Cleric) table.
  Replacing Known Cantrips: When you gain a cleric
  level, you may choose one of the cleric cantrips you know
  and replace it with another cantrip from the cleric spell
  list.
  The Class Features (Cleric) table shows how many spell
  slots you have to cast your spells of 1st level and higher. To
  cast one of your spells, you must expend a slot of the
  spell's level or higher. You regain all expended spell slots
  when you �nish 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.
  You prepare the list of cleric spells that are available for
  you to cast, choosing from the cleric spell list.
  Preparing Your Spell List: Choose a number of cleric
  spells equal to your Wisdom modi�er + your cleric level
  (minimum of one spell). The spells must be of a level for
  which you have spell slots. Casting a spell doesn't remove
  it from your list of prepared spells.
  For example, if you are a 3rd level cleric with a Wisdom
  of 16, your list of prepared spells can include six spells of
  1st or 2nd level, in any combination.
  Changing Your Prepared Spells: You can change your
  list of prepared spells when you �nish a long rest.
  Preparing a new list of cleric spells requires time: at least 1
  minute per spell level for each spell on your list.
  Wisdom is your spellcasting ability for your cleric spells.
  Use your Wisdom modi�er to determine the saving throw
  DC or attack modi�er for a cleric spell you cast.
  Class Features
  1
  Commandments
  Gain Stamina: Regain 1 expended hit die.
  Gain Power: Regain 1 expended 1st level spell slot.
  Twist Fate: Reroll 1 ability check, attack roll, or saving
  throw. You must accept the second result.
  Cause Pain: Reroll all damage dice of an attack you have
  just made. You may accept either result.
  Forgiveness: Forgive one transgression you have made.
  •
  •
  •
  •
  •
  Transgression
  Donate: You make a charitable donation of goods, coin,
  or time to a worthy cause.
  Confess: You confess your transgression to a higher-
  ranking agent of your faith and are forgiven.
  Pray: You spend a period of time in dedicated prayer to
  and worship of your deity.
  Serve: You undertake a divine quest in the service of
  your deity and their domain.
  Sacri�ce: You give up something of signi�cant personal
  value.
  •
  •
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Domain Spells
  1
  Cantrips
  Spell Slots
  Preparing Spells
  Spellcasting Ability
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 7: THE CLERIC
  21
  
  Spell Save DC: 8 + your proficiency bonus + your
  Wisdom modifier
  Spell Attack Modifier: your proficiency bonus + your
  Wisdom modifier
  You can cast a cleric spell as a ritual if that spell has the
  ritual tag and you have the spell prepared.
  You use a holy symbol as a spellcasting focus for your
  cleric spells.
  When you �nish a long rest, you can spend one point of
  divine favor to replace one of your known cleric cantrips
  with another cantrip from the cleric spell list.
  Faith
  You have a number of faith points, as shown in the Faith
  Points column of the Class Features (Cleric) table. You can
  spend faith to channel power from your deity and ask for
  aid—and you may learn other applications from your
  Divine Domain.
  You recover all expended faith points when you �nish a
  long rest.
  Channel Divinity
  You gain two divine powers from your Divine Domain.
  Some domains may grant you additional effects as you
  advance in levels, as noted in the domain description.
  Saving Throws: Some Channel Divinity effects require
  saving throws. When you use such an effect from this
  class, the DC equals your cleric spell save DC.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th level, you
  gain another ability score improvement.
  Benedictions
  You are able to empower your Channel Divinity powers
  with Benedictions. Choose one benediction from your
  Divine Domain. Whenever you �nish a long rest, you may
  change your selected benediction.
  Divine Intervention
  You spend an action to call upon your deity for aid.
  Describe the assistance you seek, roll a d20, and check the
  result on the Divine Intervention table. The GM chooses
  the nature of the intervention; the effect of any cleric spell
  or cleric domain spell (such as those included in the Divine
  Effects table below) would be appropriate.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Empowered Request: You can spend any number of
  faith points and divine favor to increase your chance of
  success—to a maximum equal to your Wisdom modi�er
  (minimum of 1). Add +1 to your result for each point you
  spend. You must decide how many points you wish to
  spend before you make your roll.
  Result
  Effect
  1-2
  Your deity is greatly offended. You have
  transgressed. In addition, you can't use this feature
  again until you finish 2d4 long rests.
  3-6
  You sense that your deity is displeased. You can't use
  this feature again until you finish 1d4 long rests.
  7-18
  There is no response from your deity.
  19+
  Your deity intervenes—though not necessarily in the
  way you had hoped.
  d100
  Effect
  01-03
  Antimagic Field
  04-06
  Astral Projection
  07-09
  Blade Barrier
  10-12
  Conjure Celestial
  13-15
  Control Weather
  16-18
  Create Undead
  19-21
  Divine Word
  22-24
  Earthquake
  25-27
  Etherealness
  28-30
  Find the Path
  31-33
  Fire Storm
  34-36
  Forbiddance
  37-39
  Gate
  40-42
  Harm
  d100
  Effect
  43-45
  Heal
  46-48
  Heroes' Feast
  49-51
  Holy Aura
  52-54
  Mass Heal
  55-57
  Planar Ally
  58-60
  Plane Shift
  61-63
  Power Word Heal
  64-66
  Regenerate
  67-69
  Resurrection
  70-72
  Symbol
  73-75
  Temple of the Gods
  76-78
  True Resurrection
  79-81
  True Seeing
  82-84
  Word of Recall
  Spellcasting Ability
  Ritual Casting
  Spellcasting Focus
  Divine Versatility
  2
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  4
  6
  10
  Divine Intervention
  Divine Effects
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 7: THE CLERIC
  22
  
  Class Feature (Cleric)
  Cantrips
  01-11
  Guidance
  12-22
  Light
  23-33
  Mending
  34-44
  Resistance
  45-55
  Sacred Flame
  56-66
  Spare the Dying
  67-77
  Thaumaturgy
  78-88
  Toll the Dead
  89-99
  Word of Radiance
  1st-level
  01-05
  Bane
  06-10
  Bless
  11-15
  Cause Fear
  16-20
  Ceremony
  21-25
  Command
  26-30
  Create or Destroy Water
  31-35
  Cure Wounds
  36-40
  Detect Evil and Good
  41-45
  Detect Magic
  46-50
  Detect Poison and Disease
  51-55
  Guiding Bolt
  56-60
  Healing Word
  61-65
  Inflict Wounds
  66-70
  Protection from Evil and Good
  71-75
  Purify Food and Drink
  76-80
  Sanctuary
  81-85
  Shield of Faith
  2nd-level
  01-05
  Aid
  06-10
  Augury
  11-15
  Blindness/Deafness
  16-20
  Calm Emotions
  21-25
  Continual Flame
  26-30
  Enhance Ability
  31-35
  Find Traps
  36-40
  Gentle Repose
  41-45
  Hold Person
  46-50
  Lesser Restoration
  51-55
  Locate Object
  56-60
  Prayer of Healing
  61-65
  Protection from Poison
  66-70
  Silence
  71-75
  Spiritual Weapon
  76-80
  Warding Bond
  81-85
  Zone of Truth
  3rd-level
  01-04
  Animate Dead
  05-08
  Beacon of Hope
  09-12
  Bestow Curse
  13-16
  Clairvoyance
  17-20
  Create Food and Water
  21-24
  Daylight
  25-28
  Dispel Magic
  29-32
  Feign Death
  33-36
  Glyph of Warding
  37-40
  Life Transference
  41-44
  Magic Circle
  45-48
  Mass Healing Word
  49-52
  Meld into Stone
  53-56
  Protection from Energy
  57-60
  Remove Curse
  61-64
  Revivify
  65-68
  Sending
  69-72
  Speak with Dead
  73-76
  Spirit Guardians
  77-80
  Tongues
  81-84
  Water Walk
  4th-level
  01-12
  Banishment
  13-24
  Control Water
  25-36
  Death Ward
  37-48
  Divination
  49-60
  Freedom of Movement
  61-72
  Guardian of Faith
  73-84
  Locate Creature
  85-96
  Stone Shape
  5th-level
  01-05
  Commune
  06-10
  Contagion
  11-15
  Dawn
  16-20
  Dispel Evil and Good
  21-25
  Flame Strike
  26-30
  Geas
  31-35
  Greater Restoration
  36-40
  Hallow
  41-45
  Holy Weapon
  46-50
  Insect Plague
  51-55
  Legend Lore
  56-60
  Mass Cure Wounds
  61-65
  Planar Binding
  66-70
  Raise Dead
  71-75
  Scrying
  76-80
  Skill Empowerment
  81-85
  Wall of Light
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 7: THE CLERIC
  23
  
  Divine Domains
  I
  n a pantheon, every deity has influence over
  different aspects of mortal life. As a cleric, you choose
  one aspect of your deity's portfolio to emphasize.
  For as long as you faithfully serve your deity's
  commandments, you are granted powers related to your
  divine domain.
  Choose your domain from one of the following options:
  Capable Cleric is a work-in-progress with a limited number of
  domains. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for divine domains you want to see in the future?
  Make a suggestion at patreon.com/giffyglyph.
  Creating a Domain
  To create your own Divine Domain (or to convert an
  existing domain from other sources), follow these steps:
  1. Add 3 Commandments: Add 3 commandments from
  your deity and domain. Commandments should be
  relatively open-ended and act as a guide for players
  when roleplaying.
  2. Add Domain Spells: Divine domains expand the cleric
  spell list with 10 unique spell options. Add 2 spell
  options to be gained at 1st, 3rd, 5th, 7th, and 9th-levels.
  3. Create a 1st-level Feature: Divine domains grant an
  introductory feature at 1st-level.
  The cleric's primary resources are faith and spell
  slots—try to augment these features in fun ways.
  4. Add 2 Channel Divinities: Create two unique Channel
  Divinity powers to be gained at 2nd-level. Use these to
  highlight the unique—and sometimes contradictory—
  aspects of the domain.
  5. Add Benedictions: Create one benediction—a divine
  enhancement—for each of the Channel Divinity powers.
  Benedictions gain in strength at 10th-level.
  6. Create an 8th-level Feature: Divine domains grant a
  capstone feature at 8th-level—this is the pinnacle of the
  domain's theming.
  And that's it, your domain is complete!
  Choose Your Domain
  Life Domain: By channeling positive energy from your
  deity, you encourage life to �ourish as you battle the
  forces of unnatural death and decay.
  •
  Domains Yet to Come
  Death: You are a font of negative energy, spreading death
  and decay in your wake. The living fear you while the
  unliving bow to your will.
  Redemption: In your eyes, everyone deserves a second
  chance. You help people to see the error of their ways
  and to turn a new path.
  Trickery: Never tell the truth when a lie will do. You cloak
  your true intent with deception and illusions.
  Tyranny: Committees create chaos, and freedom incites
  weakness. You bring people to heel and give them a
  purpose—whether they want you to or not.
  •
  •
  •
  •
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  8
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 8: DIVINE DOMAINS
  24
  
  The Life Domain focuses on the vibrant, positive energy
  that sustains all life. You channel this energy, pitting you
  against the forces of unnatural death and decay.
  Commandments
  You are guided by the following domain commandments:
  1. Protect the Living: Help life to �ourish in the world.
  When faced with a dif�cult choice, choose the side that
  promotes the most well-being—the needs of the many
  outweigh the needs of the one.
  2. Ease Suffering: Look after the sick and wounded, and
  be kind to the dying—even those you might consider an
  enemy.
  3. Suffer Not the Undead: Death is a natural part of life.
  Drive away those who seek to pervert the natural cycle,
  and return the undead to the grave.
  Domain Spells
  You gain the following domain spells.
  Cleric Level
  Spells
  1st
  Bless, Cure Wounds
  3rd
  Lesser Restoration, Spiritual Weapon
  5th
  Beacon of Hope, Revivify
  7th
  Death Ward, Guardian of Faith
  9th
  Mass Cure Wounds, Raise Dead
  Disciple of Life
  Whenever you cast a spell of 1st level or higher to restore
  hit points to a creature, the creature regains additional hit
  points equal to 2 + the spell's level.
  Greater Disciple of Life: Starting from 6th level, when
  you cast a spell of 1st level or higher that restores hit
  points to a creature other than you, you regain hit points
  equal to 2 + the spell's level.
  You gain pro�ciency with either (a) herbalism kits or (b)
  heavy armor—you may choose which.
  Channel Divinity
  You gain two Channel Divinity powers: Preserve Life and
  Turn Undead.
  As an action, you spend one point of faith to present your
  holy symbol and evoke healing energy that can restore a
  number of hit points equal to �ve times your cleric level.
  Choose any number of creatures within 30 feet of you and
  divide those hit points among them.
  This feature can restore a creature to no more than half
  of its hit point maximum. You can't use this feature on an
  undead or a construct.
  As an action, you spend one point of faith to present your
  holy symbol and censure the undead. Each undead
  creature within 30 feet of you that can see or hear you
  must make a Wisdom saving throw (DC equal to 8 + your
  pro�ciency bonus + your Wisdom modi�er).
  If the Creature Succeeds: The creature is immune to
  your Turn Undead until you �nish a long rest.
  If the Creature Fails: The creature is turned for 1
  minute or until it takes any damage.
  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.
  Benedictions
  Whenever you �nish a long rest, you may choose one of
  the following benedictions.
  When an undead creature fails its saving throw against
  your Turn Undead, the creature is instantly destroyed if its
  challenge rating is at or below CR 1/2.
  Greater Destroy Undead: Starting at 10th level, undead
  creatures are instantly destroyed if their challenge rating
  is at or below CR 1.
  The maximum hit points restored by your Preserve Life
  increases from �ve to six times your cleric level.
  Greater Fountain of Life: Starting at 10th level, the
  maximum hit points restored by your Preserve Life
  increases from six to seven times your cleric level.
  Divine Strike
  When a creature takes damage from one of your spells or
  weapon attacks, you can deal an extra 1d8 radiant damage
  to that creature. Once you deal this damage, you can't do
  so again until the start of your next turn.
  Empowered Strike: When you use a divine strike, you
  can spend one point of faith to increase the extra damage
  from 1d8 to 2d8.
  Life Domain
  1
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Life Domain Spells
  1
  Disciple Training
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  Preserve Life
  Turn Undead
  6
  Destroy Undead
  Fountain of Life
  8
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 8: DIVINE DOMAINS
  25
  
  Variant Dials
  I
  f you want to adjust the capable cleric class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, apply these
  modi�ers to use Capable Cleric as a multiclass option:
  If you don't want deities to have a mechanical in�uence
  over your player's roleplaying choices, you may remove
  commandments, transgressions, and divine favor.
  In addition, make the following change to the Divine
  Versatility feature.
  Divine Versatility
  When you �nish a long rest, you may replace one of your
  known cleric cantrips with another cantrip from the cleric
  spell list.
  If you want to make retraining a little more signi�cant or
  costly for the cleric, try using these options.
  To use your Divine Versatility or change your prepared
  spells, you must be in a safe sanctuary—such as a village,
  town, or city—where you are able to concentrate on your
  divine guidance.
  To use your Divine Versatility or change your prepared
  spells, you must have access to appropriate facilities—a
  shrine or temple, prayer books, mentors and acolytes, etc.
  This supplement emphasizes the use of long rests as a
  primary recovery mechanic. But if your campaign is more
  dependent on short rests, use these alternative rules.
  Starting at 1st level, you have one faith point. You regain all
  expended faith when you finish a short or long rest.
  Starting at 6th level, your maximum number of faith
  points increases from 1 to 2.
  Multiclassing
  Minimum Requirement: Wisdom 13.
  Pro�ciencies: Light armor, medium armor, shields.
  •
  •
   
   
  EXAMPLE PLACEHOLDER
  No Commandments
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
   
   
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
  Faith
  9
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 9: VARIANT DIALS
  26
  
  PART 4
  PART 4
  PART 4
  PART 4
  PART 4
  The Druid
  The Druid
  The Druid
  The Druid
  The Druid
  Be a dynamic druid.
  10 The Druid
  The Druid
  The Druid
  The Druid
  The Druid
  p28
  p28
  p28
  p28
  p28
  Choose your own Druid Circle.
  11 Druid Circles
  Druid Circles
  Druid Circles
  Druid Circles
  Druid Circles
  p37
  p37
  p37
  p37
  p37
  Customise your class with variant options.
  12 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p40
  p40
  p40
  p40
  p40
  
  The Druid
  Druid
  Level
  Proficiency
  Bonus
  Primal
  Power
  Cantrips
  Known
  Spell Slots
  Features
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  2
  2
  2
  Druidic, Spellcasting, Primal Power, Wild Shape,
  Druid Circle
  2nd
  +2
  3
  2
  3
  Natural Recovery
  3rd
  +2
  4
  2
  4
  2
  Druid Circle Features
  4th
  +2
  5
  3
  4
  3
  Ability Score Improvement
  5th
  +3
  6
  3
  4
  3
  2
  6th
  +3
  7
  3
  4
  3
  3
  Druid Circle Features
  7th
  +3
  8
  3
  4
  3
  3
  1
  8th
  +3
  9
  3
  4
  3
  3
  2
  Greater Ability Score Improvement
  9th
  +4
  10
  3
  4
  3
  3
  3
  1
  10th
  +4
  11
  4
  4
  3
  3
  3
  2
  Weald Walker, Druid Circle Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 gold pieces (or 12 gp). You may spend some or
  all of this gold to purchase your own equipment.
  Class Features
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Hit Dice: 1d8 per druid level.
  Hit Points (1st Level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per druid level after 1st.
  •
  •
  •
  Armor: Light armor, medium armor, shields (druids will
  not wear armor or use shields made of metal).
  Weapons: Clubs, daggers, darts, javelins, maces,
  quarterstaffs, scimitars, sickles, slings, spears.
  Tools: Herbalism kit.
  Saving Throws: Intelligence, Wisdom.
  Skills: Choose two from Arcana, Animal Handling,
  Insight, Medicine, Nature, Perception, Religion, and
  Survival.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a wooden shield or (b) any simple weapon.
  (a) a scimitar or (b) any simple melee weapon.
  Leather armor, an explorer's pack, and a druidic focus.
  •
  •
  •
  B. Custom Equipment
   
  EXAMPLE PLACEHOLDER
  10
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 10: THE DRUID
  28
  
  As a druid, you gain the following class features.
  Druidic
  You know Druidic, the secret language of druids. You can
  speak the language and use it to leave hidden messages.
  You and others who know this language automatically
  spot such a message. Others can spot the message's
  presence with a successful DC 15 Wisdom (Perception)
  check—but they can't decipher it without magic.
  Spellcasting
  Drawing on the divine essence of nature itself, you can
  cast spells to shape that essence to your will.
  At 1st level, you know two cantrips of your choice from the
  druid spell list. You learn additional druid cantrips of your
  choice at higher levels, as shown in the Cantrips Known
  column of the Class Features (Druid) table.
  The Class Features (Druid) table shows how many spell
  slots you have to cast your spells of 1st level and higher. To
  cast one of your spells, you must expend a slot of the
  spell's level or higher. You regain all expended spell slots
  when you �nish a long rest.
  You prepare the list of druid spells that are available for
  you to cast, choosing from the druid spell list.
  Preparing your Spell List: Choose a number of druid
  spells equal to your Wisdom modi�er + your druid level
  (minimum of one spell). The spells must be of a level for
  which you have spell slots. Casting a spell doesn't remove
  it from your list of prepared spells.
  Changing your Prepared Spells: You can change your
  list of prepared spells when you �nish a long rest.
  Preparing a new list of druid spells requires time: at least 1
  minute per spell level for each spell on your list.
  Wisdom is your spellcasting ability for your druid spells.
  Use your Wisdom modi�er to determine the saving throw
  DC or attack modi�er for a cleric spell you cast.
  Spell Save DC: 8 + your proficiency bonus + your
  Wisdom modifier
  Spell Attack Modifier: your proficiency bonus + your
  Wisdom modifier
  You can cast a druid spell as a ritual if that spell has the
  ritual tag and you have the spell prepared.
  You can use a druidic focus as a spellcasting focus for your
  druid spells.
  When you �nish a long rest, you may choose one of your
  druid cantrips and replace it with another cantrip from the
  druid spell list.
  Primal Power
  You have an amount of primal power, as shown in the
  Primal Power column of the Class Features (Druid) table.
  You can spend primal power to shapeshift into animal
  forms—and you may learn other applications from your
  Druid Circle.
  You recover all expended primal power when you �nish
  a long rest.
  Wild Shape
  You are able to spend primal power to magically shapeshift
  into the form of a beast. See the Wild Shape (p32) section
  for more details about this feature.
  Druid Circle
  Choose a Druid Circle. You gain features from your Druid
  Circle at 1st, 3rd, 6th, and 10th-level.
  Class Features
  1
  1
  Cantrips
  Spell Slots
   
   
   
  EXAMPLE PLACEHOLDER
  Preparing Spells
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spellcasting Ability
  Spellcasting Ability
  Ritual Casting
  Spellcasting Focus
  Natural Versatility
   
   
   
  EXAMPLE PLACEHOLDER
  1
  1
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 10: THE DRUID
  29
  
  Natural Recovery
  When you �nish a short rest, you can recover some
  expended spell slots. The spell slots must have a combined
  level equal to or less than half your druid level (rounded
  up), and none of the slots can be 6th-level or higher.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Weald Walker
  You are able to tap into the primal power of nature and
  travel great distances. Create a weald tree and you'll never
  be far from home.
  You may perform a 1 hour wealding ritual to create a weald
  tree. You can use this feature once, and you regain
  expended uses when you �nish a long rest.
  Class Feature (Druid)
  Spend 6 primal power and choose a living, inanimate,
  nonmagical, Large (or larger) tree within 10 ft. That tree
  becomes a weald tree.
  You can spend an action to create a magical link between
  your weald trees. You can use this feature once, and you
  regain expended uses when you �nish a long rest.
  Class Feature (Druid)
  Choose one weald tree within range and another weald tree
  on the same plane of existence. For the duration, any
  creature can step into the target tree and exit from the
  destination tree by using 5 ft of movement.
  You are able to turn a weald tree back into a normal tree
  by one of two methods:
  2
   
   
   
  EXAMPLE PLACEHOLDER
  4
  10
  Creating a Weald Tree
  Create Weald Tree
  casting time: 1 hour
  range: 10 ft
  components: V, S
  magical: Once a tree becomes a weald tree, it is
  considered magical and can be detected by magical
  senses (such as the Detect Magic spell).
  primal connections: You can maintain a number of
  active weald trees equal to your Wisdom modifier
  (minimum of 2). If you are already at your maximum
  number, you can't cast this ritual.
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Weald Walking
  Weald Walk
  casting time: 1 action
  range: 10 ft
  components: V, S
  duration: 1 round
  homegrown: You can target only weald trees that you
  have created yourself.
  creature size: A creature must be of a size category
  equal to or smaller than both the targeted weald trees.
  no metal: You can't transport metal by weald walking.
  When a creature passes through a weald tree, any metal
  objects that they carry are dropped at the foot of the
  target tree. If this is not possible—or it would cause
  harm to the creature—the creature can't travel through
  the weald tree.
  Metal that is concealed within a magical container—
  such as a Bag of Holding or Handy Haversack can pass
  through without detection.
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Unwealding
  Unwealding Ritual: You can perform an unwealding
  ritual to remove the primal power from one of your
  weald trees. This ritual takes 1 minute, and you must be
  within 10 ft of the weald tree to cast it.
  Destruction: If a weald tree is killed or otherwise
  destroyed, it loses its primal power.
  Death: If you die, your weald trees lose their primal
  power.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 10: THE DRUID
  30
  
  Class Feature (Druid)
  Cantrips
  01-05
  Control Flames
  06-10
  Create Bonfire
  11-15
  Druidcraft
  16-20
  Frostbite
  21-25
  Guidance
  26-30
  Gust
  31-35
  Infestation
  36-40
  Magic Stone
  41-45
  Mending
  46-50
  Mold Earth
  51-55
  Poison Spray
  56-60
  Primal Savagery
  61-65
  Produce Flame
  66-70
  Resistance
  71-75
  Shillelagh
  76-80
  Thorn Whip
  81-85
  Thunderclap
  1st-level
  01-04
  Absorb Elements
  05-08
  Animal Friendship
  09-12
  Beast Bond
  13-16
  Charm Person
  17-20
  Create or Destroy Water
  21-24
  Cure Wounds
  25-28
  Detect Magic
  29-32
  Detect Poison and Disease
  33-36
  Earth Tremor
  37-40
  Entangle
  41-44
  Faerie Fire
  45-48
  Fog Cloud
  49-52
  Goodberry
  53-56
  Healing Word
  57-60
  Ice Knife
  61-64
  Jump
  65-68
  Longstrider
  69-72
  Purify Food and Drink
  73-76
  Snare
  77-80
  Speak with Animals
  81-84
  Thunderwave
  2nd-level
  01-04
  Animal Messenger
  05-08
  Barkskin
  09-12
  Beast Sense
  13-16
  Darkvision
  17-20
  Dust Devil
  21-24
  Earthbind
  25-28
  Enhance Ability
  29-32
  Find Traps
  33-36
  Flame Blade
  37-40
  Flaming Sphere
  41-44
  Gust of Wind
  45-48
  Healing Spirit
  49-52
  Heat Metal
  53-56
  Hold Person
  57-60
  Lesser Restoration
  61-64
  Locate Animals or Plants
  65-68
  Locate Object
  69-72
  Moonbeam
  73-76
  Pass without Trace
  77-80
  Protection from Poison
  81-84
  Skywrite
  85-88
  Spike Growth
  89-92
  Warding Wind
  3rd-level
  01-05
  Call Lightning
  06-10
  Conjure Animals
  11-15
  Daylight
  16-20
  Dispel Magic
  21-25
  Erupting Earth
  26-30
  Feign Death
  31-35
  Flame Arrows
  36-40
  Meld into Stone
  41-45
  Plant Growth
  46-50
  Protection from Energy
  51-55
  Sleet Storm
  56-60
  Speak with Plants
  61-65
  Tidal Wave
  66-70
  Wall of Water
  71-75
  Water Breathing
  76-80
  Water Walk
  81-85
  Wind Wall
  4th-level
  01-05
  Blight
  06-10
  Charm Monster
  11-15
  Confusion
  16-20
  Conjure Minor Elementals
  21-25
  Conjure Woodland Beings
  26-30
  Control Water
  31-35
  Dominate Beast
  36-40
  Elemental Bane
  41-45
  Freedom of Movement
  46-50
  Giant Insect
  51-55
  Grasping Vine
  56-60
  Guardian of Nature
  61-65
  Hallucinatory Terrain
  66-70
  Ice Storm
  71-75
  Locate Creature
  76-80
  Polymorph
  81-85
  Stone Shape
  86-90
  Stoneskin
  91-95
  Wall of Fire
  96-00
  Watery Sphere
  5th-level
  01-05
  Antilife Shell
  06-10
  Awaken
  11-15
  Commune with Nature
  16-20
  Conjure Elemental
  21-25
  Contagion
  26-30
  Geas
  31-35
  Greater Restoration
  36-40
  Insect Plague
  41-45
  Maelstrom
  46-50
  Mass Cure Wounds
  51-55
  Planar Binding
  56-60
  Reincarnate
  61-65
  Scrying
  66-70
  Transmute Rock
  71-75
  Tree Stride
  76-80
  Wall of Stone
  81-85
  Wrath of Nature
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 10: THE DRUID
  31
  
  As a druid, you are able to tap into the primal essence of
  wild beasts. Use your primal power to shapeshift into
  animal forms and defend the wilds with savage fury.
  Class Feature (Druid)
  Level
  Primal Features
  Essences
  Skins
  Traits
  1st
  3
  2
  1
  2nd
  3
  2
  1
  3rd
  3
  2
  2
  4th
  3
  3
  2
  5th
  4
  3
  3
  6th
  4
  3
  3
  7th
  4
  4
  4
  8th
  4
  4
  4
  9th
  5
  4
  5
  10th
  5
  5
  5
  Your Wild Shapes
  A wild shape is a magical merging of a primal essence, a
  beast skin, and your own druidic characteristics and
  personality.
  At the heart of every wild shape is a primal essence. It is
  this essence that de�nes the primary abilities, defenses,
  and basic traits of your wild shape.
  At 1st-level, you know three common primal essences
  (p33) of your choice. You learn additional essences of your
  choice at higher levels as shown in the Primal Essences
  column of the Wild Shape table.
  Replacing Known Essences: When you �nish a long
  rest, you can choose one of your known essences and
  replace it with a different option.
  Primal skins de�nes what you look like—cat, bear, unicorn,
  frog, etc. They also de�ne the capabilities—and limitations
  —of your wild shape. Cats have claws, birds �y, horses
  gallop, etc—be creative with the natural features of your
  beast skin.
  At 1st-level, you know two common primal skins of your
  choice. You learn additional skins of your choice at higher
  levels as shown in the Primal Skins column of the Wild
  Shape table.
  Size Categories: Each skin that you learn has a size
  category—tiny, small, medium, etc—that matches the size
  of the beast you learned the skin from. The larger your
  wild shape is, the more formidable you are—but the more
  primal power you must spend to take on the wild shape.
  Replacing Known Skins: You can replace your known
  primal skins by studying beasts and mastering their form.
  See Primal Skins (p35) for more details.
  Primal traits enable you to customize your wild shape
  feature to better suit your own druidic interests—talking
  while shapeshifted, changing your appearance, gaining
  more primal skins, etc.
  At 1st-level, you know one primal trait of your choice.
  You learn additional traits of your choice at higher levels
  as shown in the Primal Traits column of the Wild Shape
  table.
  Shapeshifting
  During your turn, you can spend an action to take on a
  wild shape. There are four basic steps to shapeshifting:
  1. Your Essence: Choose one primal essence from your list
  of known essences. Change your own AC, speed, and
  size to match your essence, and add any skills and traits
  you gain.
  2. Your Skin: Choose one primal skin from your list of
  known skins. Make sure to pick one that is appropriate
  for your essence.
  3. Your Size: Choose the size category that matches your
  skin and update your AC, speed, and unarmed damage.
  4. Spend Primal Power: Finally, spend your primal power
  to assume your wild shape.
  Size
  AC
  Speed
  Unarmed
  Damage
  Primal
  Power
  Tiny
  1 + STR
  1
  Small
  +5 ft
  1d4 + STR
  2
  Medium
  +1
  +10 ft
  1d6 + STR
  3
  Large
  +1
  +15 ft
  1d8 + STR
  4
  Huge
  +2
  +20 ft
  1d10 + STR
  5
  Gargantuan
  +2
  +25 ft
  1d12 + STR
  6
  When you shapeshift, you don't become an exact copy of
  your primal skin. Instead, there is something personal and
  unique about your wild appearance—fur pattern, horn
  shape, eye color, etc.
  This is usually a feature carried over from your natural
  appearance as you shapeshift—whether you want it to or
  not. Most druids have one notable quirk that persists
  across all their shapeshifted forms.
  You can remain shapeshifted for one hour, at which point
  you revert to your normal form automatically unless you
  expend additional primal power to maintain your shape.
  You can also revert to your normal form by (a) spending
  a bonus action on your turn to end the effect, (b) falling
  unconscious, or (c) falling to 0 hit points.
  Wild Shape
  Wild Shape
  Primal Essences
  Primal Skins
  Primal Traits
  Wild Shape Sizes
  —
  —
  —
   
   
   
  EXAMPLE PLACEHOLDER
  Appearance
  Duration
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  CHAPTER 10: THE DRUID
  32
  
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or continues to be
  worn by you.
  Your equipment doesn't change size or shape to match
  your new shape, and any equipment that you can't wear
  must either fall to the ground or merge with your form.
  Equipment that merges with your form has no effect until
  you leave your wild shape.
  When you shapeshift, your hit points—both current and
  maximum—don't change. Neither do your attributes,
  saving throws, resistances, or vulnerabilities—unless
  speci�ed otherwise in your primal essence.
  Character Features: You retain the bene�t of any
  features from your class, race, or other source and can use
  them if your wild shape is physically capable of doing so.
  However, you can’t use any of your special senses—such as
  darkvision—unless your new form also has that sense.
  While you are shapeshifted, you can make unarmed
  attacks using any of your wild shape's natural weapons—
  teeth, claws, horns, etc. You are pro�cient with unarmed
  attacks while shapeshifted.
  Spellcasting: While you are shapeshifted, you can't cast
  spells. Shapeshifting doesn't break your concentration on a
  spell you've already cast, or prevent you from taking
  actions that are part of a spell—such as Call Lightning—
  that you've already cast.
  Some beasts have special modes of natural movement—
  burrowing, climbing, swimming, �ying, etc. However, when
  you shapeshift, you are limited to a walking speed as listed
  in your essence pro�le.
  You may gain additional move speeds by mastering
  uncommon essences such as Essence of the Hawk, Essence
  of the Mole, and Essence of the Spider.
  Primal Essences
  Primal essences are at the heart of your wild shape,
  de�ning your beast abilities and traits. Essences come in
  two categories—common and uncommon.
  Common essences are available to all druids—you can
  learn these from 1st-level.
  Burrow beneath your prey.
  AC
  12
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Natural Burrower: You gain a burrowing speed equal to
  half your walking speed (rounded down).
  Squeeze: You can move through a space smaller than you
  by one size category without penalty.
  Climb out of sight of your prey.
  AC
  12
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Natural Climber: You gain a climb speed equal to your
  walking speed.
  No Bounds: You can climb difficult surfaces, including
  upside down on ceilings, without needing to make an ability
  check.
  Shrug off your prey's attacks with your natural defenses.
  AC
  16
  SPEED
  10 ft
  SIZE
  Tiny
  SKILL
  Athletics
  Durable: Gain temporary hit points equal to your druid
  level times four (x4). You lose these temporary hit points
  when you end this wild shape.
  This temporary hit point bonus increases with the size
  category of your skin: small (x6), medium (x7), large (x8),
  huge (x9), and gargantuan (x10).
  Relentless: The first time you are reduced to 0 hit points
  while wearing this wild shape, you are reduced to 1 hit point
  instead. You cannot use this feature again until you finish a
  long rest.
  Equipment
  Hit Points & Attributes
  Making Attacks
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Movement
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
   
  EXAMPLE PLACEHOLDER
  Common Essences
  Essence of Burrowing
  Essence of Climbing
  Essence of Defense
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  CHAPTER 10: THE DRUID
  33
  
  Strike at your prey with opportune precision.
  AC
  12
  SPEED
  20 ft
  SIZE
  Tiny
  SKILL
  Acrobatics
  Precision: You may use your Dexterity modifier for both
  your unarmed attack and unarmed damage rolls.
  Sneak Attack: Once per turn, when you hit a creature with
  a weapon attack and you have advantage, you deal
  additional damage equal to your unarmed damage die.
  Remain hidden from your prey.
  AC
  12
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Stealth
  Escape Artist: You can Hide as a bonus action.
  Camouflage: When you remain motionless, you are
  indistinguishable from your surroundings to any creature
  that is larger than you.
  Constrict and devour your prey.
  AC
  12
  SPEED
  10 ft
  SIZE
  Tiny
  SKILL
  Perception
  Constrict: When you hit an adjacent creature with a melee
  weapon attack, you can attempt to constrict it. The creature
  must succeed on a Strength or Dexterity saving throw (DC
  equal to 8 + your proficiency bonus + your Strength
  modifier) or be grappled by you.
  The creature must be at most one size category larger
  than you, and you can constrict only one creature at a time.
  Devour: When you hit a creature that you are constricting
  with a melee weapon attack, you can attempt to devour it.
  The creature must succeed on a Strength or Dexterity saving
  throw (DC equal to 8 + your proficiency bonus + your
  Strength modifier) or be devoured by you.
  A devoured creature is blinded and restrained, has total
  cover against attacks and other effects outside you, and
  takes acid damage at the start of its turns equal to your
  unarmed damage die. Until the creature is reduced to 0 hit
  points, your speed is halved.
  The creature must be smaller than you, and you can
  devour only one creature at a time. You are vulnerable to
  slashing and piercing damage dealt by a devoured creature.
  You can regurgitate a devoured creature—or its remains
  —into an adjacent space as a bonus action, and you
  automatically regurgitate a devoured creature when you end
  your wild shape.
  Surround your prey and fight with your pack.
  AC
  14
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Sturdy: You have advantage on Strength and Dexterity
  saving throws against effects that would knock you prone.
  Pack Tactics: You have advantage on attack rolls against a
  creature if at least one of your allies is within 5 ft of it and
  your ally isn't incapacitated.
  Overpower your prey with savage strength.
  AC
  14
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Athletics
  Animal Rage: Your weapon attacks score a critical hit on a
  roll of 19-20.
  Savage Attack: When you critically hit a creature with a
  melee weapon attack, you can roll one of the weapon's
  damage dice one additional time and add it to the extra
  damage of the critical hit.
  Dash past the enemies.
  AC
  12
  SPEED
  20 ft
  SIZE
  Tiny
  SKILL
  Acrobatics
  Fast Runner: You can Dash as a bonus action.
  Charge: If you move at least 20 ft in a straight toward a
  creature and hit it with an unarmed attack on the same turn,
  the creature takes additional damage equal to your unarmed
  damage die.
  In addition, if the creature is at most one size category
  larger than you, the creature must succeed on a Strength
  saving throw (DC equals 8 + your proficiency bonus + your
  Strength modifier) or be knocked prone.
  No prey can hide from your keen senses.
  AC
  14
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Darkvision: You gain darkvision (60 ft).
  Keen Senses: You have advantage on Wisdom
  (Perception) checks.
  Essence of Dexterity
  Essence of Disguise
  Essence of Hunger
  Essence of the Pack
  Essence of Strength
  Essence of Speed
  Essence of Tracking
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  CHAPTER 10: THE DRUID
  34
  
  Uncommon essences can't be mastered until you meet the
  minimum level requirements.
  Track your prey from the skies.
  8th-level
  AC
  12
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Natural Flight: You gain a flying speed equal to your
  walking speed.
  Dive: If you are flying and dive at least 20 ft straight
  towards a creature and hit it with a melee weapon attack,
  the attack deals additional damage equal to your unarmed
  damage die.
  Hunt your prey in the seas.
  4th-level
  AC
  12
  SPEED
  15 ft
  SIZE
  Tiny
  SKILL
  Perception
  Natural Swimmer: You gain a swimming speed equal to
  your walking speed. Your walking speed is then reduced to
  0.
  Blood Frenzy: You have advantage on melee attack rolls
  against any creature that doesn't have all its hit points.
  Primal Skins
  A primal skin de�nes what you look like and what you can
  broadly do while you are shapeshifted into a wild shape.
  To learn a new primal skin, you must carefully observe and
  study a beast. There are 5 steps to mastering a new shape:
  1. Choose a Beast: Decide which animal you want to learn
  to shapeshift into—cat, dog, bear, etc.
  At 1st-level, your primal skin must come from a tiny
  or small beast. Starting at 3rd-level this increases to
  medium size, and—from 5th-level—large size.
  2. Find a Living Beast: You must now �nd a suitable beast
  to study. Depending on the rarity of your chosen beast,
  you may have to undertake a wild hunt to track your
  primal quarry.
  3. Study the Beast: Once you have found a beast, you
  must closely study it. This requires 1 hour of dedicated
  focus per CR of the beast (minimum 1 hour). If the beast
  is friendly, reduce the required time by half—but if it is
  acting hostile, double the time.
  If your efforts are signi�cantly interrupted—the
  beast escapes, you fall asleep, a combat encounter
  begins, etc—you lose your focus and must start your
  observations again from the beginning.
  4. Memorize the Skin: Once you have successfully studied
  the beast and practiced its form, you can add it to your
  list of known primal skins.
  You can memorize a limited number of primal skins at
  any one time. When you learn a new skin and replace an
  existing one, the old skin is forgotten—you must relearn it
  if you wish to use it again in future.
  You can't learn a skin from a shapeshifter or any creature
  that is not at its natural size—such as those affected by the
  Enlarge/Reduce spell.
  Primal skins can vary in rarity from common to legendary.
  These exceptional skins bear unusual features that make
  them stronger, faster, or more resilient—bone-plated skin,
  volcanic breath, elemental feathers, superior claws, etc.
  When you shapeshift into an uncommon, rare, or
  legendary primal skin, add the skin's rarity bonus to your
  AC, attack rolls, and damage rolls.
  Rarity
  Bonus
  Common
  +0
  Uncommon
  +1
  Rarity
  Bonus
  Rare
  +2
  Legendary
  +3
  Uncommon Essences
  Essence of Flight
  Essence of Swimming
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Learning a New Skin
  Natural Shapes
  Rarities
  Primal Skin Rarities
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 10: THE DRUID
  35
  
  Primal Traits
  As you gain druid levels, you develop more control over
  your ability to shapeshift with primal traits.
  Your primal power capacity increases by +2. You may take
  this trait multiple times, increasing your capacity by +2
  each time.
  Your primal essence capacity increases by +1. You may take
  this trait multiple times, increasing your capacity by +1
  each time.
  You develop a primal af�nity for a new type of skin. You
  can take this trait multiple times, choosing a new monster
  type each time.
  Although this trait allows you to learn new skin types,
  you remain unable to master the primal skin of any
  creature that is a shapeshifter—changelings, mimics,
  doppelgangers, etc.
  You can control the appearance of your primal skin (to a
  limited degree). While you are shapeshifting, you may
  immediately spend a bonus action to determine notable
  aspects of your appearance—such as fur pattern, horn
  shape, eye color, etc. You can also choose to suppress any
  of your natural quirks that would otherwise be visible in
  your wild appearance.
  You can't change the natural parameters of your primal
  skin—such as size, wings, number of legs, etc.
  Your primal skin capacity increases by +2. You may take
  this trait multiple times, increasing your capacity by +2
  each time.
  You can alter your normal form to resemble one of your
  primal skins. As an action on your turn, choose one of your
  primal shapes and change your appearance to match it in
  some fashion—gaining horns, growing fur, sharpening
  teeth, etc.
  This is a purely cosmetic change and has no noticeable
  impact on your abilities—though it may impact how other
  creatures react to you. The change lasts until you dismiss
  it on your turn as a free action, or until you fall
  unconscious. This does not require you to spend any
  primal power.
  While you are shapeshifted, you are able to speak as
  normal. The sound of your voice may change, however,
  depending on your form—pitch, volume, slurring, hissing,
  spitting, etc.
  Though you can speak, you still cannot cast spells—
  even those that rely only on verbal components.
  Natural Power
  Natural Understanding
  Primal Affinity
  Elemental: Starting at 8th level, you can master the
  primal skin of elementals.
  Dragon: Starting at 8th level, you can master the primal
  skin of dragons.
  Monstrosity: Starting at 8th level, you can master the
  primal skin of monstrosities.
  Oozes: Starting at 4th level, you can master the primal
  skin of oozes.
  Plant: Starting at 4th level, you can master the primal
  skin of plants.
  •
  •
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  Shape Mastery
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Skin Memory
  Shifter
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Wild Voice
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 10: THE DRUID
  36
  
  Druid Circles
  Y
  ou are a druid, a guardian of the wild world.
  With primal power, you defend �ora and fauna against
  those who would supplant them with metal and machines.
  But where do you draw your primal power from? Do
  you call on the land to fuel your spells? Do you draw power
  from beasts and take on powerful animal forms? Or do you
  call on the natural elements to defend and destroy?
  Choose a Druid Circle to help grow a deep, druidic
  connection to the natural world.
  Choose your druid circle from one of the following
  options:
  Dynamic Druid is a work-in-progress with a limited number
  of traditions. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for druid circles you want to see in the future?
  Make a suggestion at patreon.com/giffyglyph.
  Creating a Circle
  To create your own Druid Circle (or to convert an existing
  tradition from other sources), follow these steps:
  1. Create 1st, 3rd, and 6th-level Features: Druid circles
  grant features at 1st, 3rd, and 6th-level.
  2. Create a 10th-level Capstone: At 10th-level, druid
  circles grant a unique capstone feature that is the
  pinnacle of your circle's theming.
  And that's it, your circle is complete!
  Choose Your Circle
  Circle of the Land: You draw your power from the land
  itself to safeguard ancient knowledge and druidic rites.
  Circle of the Beast: You are a gifted shapeshifter, and
  you switch between animal forms as easily as taking a
  breath.
  •
  •
  Circles Yet to Come
  Circle of Spores: With mold and fungus, you turn death
  and decay into life and growth.
  Circle of Wildfire: Destruction is an inevitable part of the
  natural world. With fire and flame, you destroy the old to
  make way for the new.
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  11
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  CHAPTER 11: DRUID CIRCLES
  37
  
  You are a �erce guardian of the wilds, changeable as the
  moon. You prowl as a great cat one night, soar over the
  treetops as an eagle the next day, and crash through the
  undergrowth as a bear to drive off a trespassing monster.
  The wild is in your blood.
  Natural Shifter
  You are able to use Wild Shape on your turn as a bonus
  action, rather than as an action. In addition, you gain three
  additional primal traits of your choice.
  At 3rd, 6th, and 10-level, you gain two additional primal
  traits of your choice.
  Primal Traits
  Add the following primal traits to your list of trait options.
  As you are shapeshifting, you can spend one 1st or 2nd-
  level spell slot to increase your AC by +1. This bonus
  increases to +2 if you spend a 3rd or 4th-level spell slot,
  and +3 if you spend a 5th-level spell slot.
  This effect ends when you end your wild shape.
  While you are shapeshifted, you can spend spell slots to
  deal harm to creatures that you attack.
  Once per turn, when you hit a creature with an
  unarmed strike, you can spend a spell slot to deal an
  additional 1d8 damage per level of the spell slot expended.
  While you are shapeshifted, you can spend a bonus action
  to spend one spell slot and regain 1d8 hit points per level
  of the spell slot expended.
  As you are shapeshifting, you can spend one 1st or 2nd-
  level spell slot to increase your unarmed damage by +1.
  This bonus increases to +2 if you spend a 3rd or 4th-level
  spell slot, and +3 if you spend a 5th-level spell slot.
  This effect ends when you end your wild shape.
  As you are shapeshifting, you may spend 1 primal power to
  alter the natural size category of your primal skin by one
  step larger or smaller.
  This effect ends when you end your wild shape.
  Beast Walker
  You can learn the primal skin of Large beasts. Starting at
  5th-level, this increases to Huge beasts.
  Primal Attack
  While you are shapeshifted, you can attack twice instead
  of once whenever you take the Attack action on your turn.
  In addition, your unarmed attacks count as magical for
  the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Essence Master
  When you take on a wild shape, you can spend 1 additional
  primal power and choose two essences instead of one. You
  gain the bene�ts of both essences. To calculate the base
  AC and speed of your shapeshifted form, take the average
  of both essences.
  Circle of the Beast
  1
  1
  Natural Armor
  Primal Fury
  Regenerate Wounds
  Sharp Claws
  Size Shifter
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  6
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 11: DRUID CIRCLES
  38
  
  You draw magical strength from the land itself. With its
  power, you safeguard the ancient knowledge and
  mysterious rites of your druidic kin.
  Power of the Land
  You learn one additional druid cantrip of your choice.
  Land Spells
  Choose one type of land—arctic, coastal, desert, forest,
  grassland, mountain, or swamp. At 1st, 3rd, 5th, 7th, and
  9th-level, you gain access to two unique spells connected
  to that land.
  Once you gain a land spell, you always have it prepared
  and it doesn’t count against the number of spells you can
  prepare each day. If you gain access to a spell that doesn't
  appear on the druid spell list, the spell is nonetheless a
  druid spell for you.
  Druid Level
  Spells
  1st
  Fog Cloud, Detect Evil and Good
  3rd
  Hold Person, Spike Growth
  5th
  Sleet Storm, Slow
  7th
  Freedom of Movement, Ice Storm
  9th
  Commune with Nature, Cone of Cold
  Druid Level
  Spells
  1st
  Fog Cloud, Purify Food and Drink
  3rd
  Mirror Image, Misty Step
  5th
  Water Breathing, Water Walk
  7th
  Control Water, Freedom of Movement
  9th
  Conjure Elemental, Scrying
  Druid Level
  Spells
  1st
  Burning Hands, Create or Destroy Water
  3rd
  Blur, Silence
  5th
  Create Food and Water, Protection from Energy
  7th
  Blight, Hallucinatory Terrain
  9th
  Insect Plague, Wall of Stone
  Druid Level
  Spells
  1st
  Faerie Fire, Entangle
  3rd
  Barkskin, Spider Climb
  5th
  Call Lightning, Plant Growth
  7th
  Divination, Freedom of Movement
  9th
  Commune with Nature, Tree Stride
  Druid Level
  Spells
  1st
  Expeditious Retreat, Animal Friendship
  3rd
  Invisibility, Pass Without Trace
  5th
  Daylight, Haste
  7th
  Divination, Freedom of Movement
  9th
  Dream, Insect Plague
  Druid Level
  Spells
  1st
  Jump, Thunderwave
  3rd
  Spider Climb, Spike Growth
  5th
  Lightning Bolt, Meld into Stone
  7th
  Stone Shape, Stoneskin
  9th
  Passwall, Wall of Stone
  Druid Level
  Spells
  1st
  Detect Poison or Disease, Entangle
  3rd
  Acid Arrow, Darkness
  5th
  Water Walk, Stinking Cloud
  7th
  Freedom of Movement, Locate Creature
  9th
  Insect Plague, Scrying
  Land's Stride
  You can move through nonmagical dif�cult terrain without
  spending extra movement. You can also pass through
  nonmagical plants without being slowed by them and
  without taking damage from them if they have thorns,
  spines, or a similar hazard.
  In addition, you have advantage on saving throws
  against plants that are magically created or manipulated to
  impede movement—such those created by the Entangle
  spell.
  Nature's Ward
  You can’t be charmed or frightened by elementals or fey. In
  addition, you are immune to poison and disease.
  Nature's Sanctuary
  When a beast or plant creature attacks you, you can spend
  1 primal power to have that creature make a Wisdom
  saving throw against your druid spell save DC.
  On a failed save, the creature must choose a different
  target, or the attack automatically misses. On a successful
  save, the creature is immune to this effect for 24 hours.
  Circle of the Land
  1
  1
  Arctic
  Coastal
  Desert
  Forest
  Grassland
  Mountain
  Swamp
  3
  6
  10
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 11: DRUID CIRCLES
  39
  
  Variant Dials
  I
  f you want to adjust the dynamic druid  class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, then apply these
  modi�ers when taking the Dynamic Druid as a multiclass
  option:
  If you want to make retraining a little more signi�cant or
  costly for the druid, try using these options.
  To change your druid cantrips, you must be in a safe
  sanctuary—such as a village, town, or city—where you are
  able to concentrate on your training.
  To change your druid cantrips, you must have access to
  appropriate facilities—forests, druid groves, animal
  companions and mentors, etc.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. To put a focus on taking short rests for
  the druid, however, use this alternative class table.
  Druid (Short Rest Recovery)
  Level
  Primal
  Power
  1st
  1
  2nd
  1
  3rd
  2
  4th
  2
  5th
  3
  Level
  Primal
  Power
  6th
  3
  7th
  4
  8th
  4
  9th
  5
  10th
  5
  You recover all expended primal power when you �nish
  a short or long rest.
  Multiclassing
  Minimum Requirement: Wisdom 13.
  Pro�ciencies: Light armor, medium armor, shields
  (druids will not wear armor or use shields made of
  metal).
  Primal Power: You can't spend primal power until you
  are 3rd-level.
  •
  •
  •
  Restricted Retraining
  Sanctuary
  Facilities
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
  Class Features
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 12: VARIANT DIALS
  40
  
  PART 5
  PART 5
  PART 5
  PART 5
  PART 5
  The Fighter
  The Fighter
  The Fighter
  The Fighter
  The Fighter
  Be a fearless fighter.
  13 The Fighter
  The Fighter
  The Fighter
  The Fighter
  The Fighter
  p42
  p42
  p42
  p42
  p42
  Choose your own Martial Archetype.
  14 Martial Archetypes
  Martial Archetypes
  Martial Archetypes
  Martial Archetypes
  Martial Archetypes
  p45
  p45
  p45
  p45
  p45
  Customise your class with variant options.
  15 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p49
  p49
  p49
  p49
  p49
  
  The Fighter
  Fighter
  Level
  Proficiency
  Bonus
  Second
  Wind
  Resolve
  Points
  Maneuvers
  Mastered
  Action
  Surges
  Features
  1st
  +2
  1d10 + 1
  3
  2
  Fighting Style, Second Wind, Resolve, Maneuvers,
  Martial Archetype
  2nd
  +2
  1d10 + 2
  4
  2
  2
  Action Surge
  3rd
  +2
  2d10 + 3
  5
  3
  2
  Martial Archetype Features
  4th
  +2
  2d10 + 4
  6
  3
  2
  Ability Score Improvement
  5th
  +3
  2d10 + 5
  7
  3
  3
  Extra Attack
  6th
  +3
  2d10 + 6
  8
  4
  3
  Greater Ability Score Improvement
  7th
  +3
  3d10 + 7
  9
  4
  3
  Martial Archetype Features
  8th
  +3
  3d10 + 8
  10
  4
  3
  Superior Ability Score Improvement
  9th
  +4
  3d10 + 9
  11
  4
  4
  Indomitable
  10th
  +4
  4d10 + 10
  12
  5
  4
  Fighting Focus, Martial Archetype Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 x 10 gold pieces (or 120 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  —
  Hit Dice: 1d10 per �ghter level.
  Hit Points (1st Level): 10 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d10 (or 6) + your
  Constitution modi�er per �ghter level after 1st.
  •
  •
  •
  Armor: All armor, shields.
  Weapons: Simple weapons, martial weapons.
  Tools: None.
  Saving Throws: Strength, Constitution.
  Skills: Choose two skills from Acrobatics, Animal
  Handling, Athletics, History, Insight, Intimidation,
  Perception, and Survival.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) chain mail or (b) leather armor, longbow, 20 arrows.
  (a) a martial weapon and a shield or (b) two martial
  weapons.
  (a) a light crossbow and 20 bolts or (b) two handaxes.
  (a) a dungeoneer's pack or (b) an explorer's pack
  •
  •
  •
  •
  B. Custom Equipment
  13
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  CHAPTER 13: THE FIGHTER
  42
  
  As a �ghter, you gain the following class features.
  Fighting Style
  Choose one of the following Fighting Styles. You can't take
  a Fighting Style option more than once, even if you later
  get to choose again.
  Changing Your Fighting Style: When you �nish a long
  rest, you can choose one of the �ghting styles you know
  and replace it with a different �ghting style.
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  While you are wearing armor, you gain a +1 bonus to AC.
  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 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 bene�t.
  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 engage in two-weapon �ghting, you can add
  your ability modi�er.
  You can draw a weapon that has the thrown property as
  part of the attack you make with the weapon.
  In addition, when you hit with a ranged attack using a
  thrown weapon, you gain a +1 bonus to the damage roll.
  Your unarmed strikes deal bludgeoning damage equal to
  1d6 + your Strength modi�er. If you have two free hands,
  the damage increases from 1d6 to 1d8.
  When you successfully start a grapple, you can deal 1d4
  bludgeoning damage to the grappled creature. Until the
  grapple ends, you deal an extra 1d4 bludgeoning damage to
  the grappled creature when you hit it with a melee attack.
  Second Wind
  If you are at 50% hit points or lower, you can spend a
  bonus action to regain hit points equal to 1d10 + your
  �ghter level. The amount of hit points increases as you
  gain �ghter levels, as shown in the Second Wind column of
  the Class Features (Fighter) table.
  You can use this feature twice. You regain any
  expended uses when you �nish a long rest.
  Resolve
  You have a number of resolve points, as shown in the
  Resolve Points column of the Class Features (Fighter) table.
  You can spend resolve to overcome danger with �ghting
  maneuvers—and you may learn other applications from
  your Martial Archetype.
  You recover all expended resolve points when you �nish
  a long rest.
  Maneuvers
  You master two maneuvers of your choice from your list of
  maneuver options. Once per turn, you may spend a resolve
  point to use one of your mastered maneuvers.
  Mastering New Maneuvers: You master additional
  maneuvers as you gain more �ghter levels, as show in the
  Maneuvers Known column of the Class Features (Fighter)
  table.
  Replacing a Mastered Maneuver: When you �nish a
  long rest, you may replace one of your mastered
  maneuvers with a different one.
  Saving Throws: Some of your maneuvers require your
  target to make a saving throw. The saving throw DC is
  calculated as follows:
  Save DC: 8 + your proficiency bonus + your Strength or
  Dexterity modifier (your choice)
  When you hit a creature with a weapon attack, you can
  attempt to disarm the target. If the target is Large or
  smaller, it must make a Strength saving throw. On a failed
  save, the target drops one item of your choice that it's
  holding. The object lands at the target's feet.
  Greater Disarm: Starting at 5th level, you can use this
  maneuver against Huge creatures.
  Superior Disarm: Starting at 9th level, you can use this
  maneuver against Gargantuan creatures.
  Class Features
  1
  Archery
  Defense
  Dueling
  Great Weapon Fighting
  Protection
  Two-Weapon Fighting
  Thrown Weapon Fighting
  Unarmed Fighting
   
  EXAMPLE PLACEHOLDER
  1
   
   
   
   
   
   
   
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  1
  1
  Maneuver Save DC
  Disarm
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 13: THE FIGHTER
  43
  
  When an adjacent creature is hit by a weapon attack and
  you are not incapacitated, you can spend your reaction to
  direct the attack onto yourself. If the attack hits you,
  reduce the damage you take by 1d6.
  Greater Intercept: Starting at 5th level, reduce the
  damage you take by 1d8.
  Superior Intercept: Starting at 9th level, reduce the
  damage you take by 1d10.
  When you hit a creature with a weapon attack, you can
  attempt to push it away from you. If the target is Large or
  smaller, it must make a Strength saving throw. On a failed
  save, you knock the target back up to 10 ft.
  Greater Kick: Starting at 5th level, you can use this
  maneuver against Huge creatures.
  Superior Kick: Starting at 9th level, you can use this
  maneuver against Gargantuan creatures.
  When you hit a creature with a weapon attack, you can use
  a bonus action to attempt to knock the creature down. If
  the target is Large or smaller, it must make a Strength
  saving throw. On a failed save, you knock the target prone.
  Greater Slam: Starting at 5th level, you can use this
  maneuver against Huge creatures.
  Superior Slam: Starting at 9th level, you can use this
  maneuver against Gargantuan creatures.
  When you hit a creature with a weapon attack, you can
  momentarily stagger it. Until the start of your next turn,
  the next attack roll made against the target by an attacker
  other than you has advantage.
  Greater Stagger: Starting at 5th level, the target grants
  advantage to the next two attack rolls made against it
  before the start of your next turn.
  Superior Stagger: Starting at 9th level, the target grants
  advantage to the next three attack rolls made against it
  before the start of your next turn.
  When you hit a creature with a weapon attack, you can
  attempt to taunt the target into attacking you. If the target
  is Large or smaller, it must make a Wisdom saving throw.
  On a failed save, the target has disadvantage on all attack
  rolls against targets other than you until the end of your
  next turn.
  Greater Taunt: Starting at 5th level, you can use this
  maneuver against Huge creatures.
  Superior Taunt: Starting at 9th level, you can use this
  maneuver against Gargantuan creatures.
  Martial Archetype
  Choose a Martial Archetype. You gain features from your
  Martial Archetype at 1st, 3rd, 7th, and 10th level.
  You gain access to four unique maneuvers from your
  Martial Archetype. Add these to your list of maneuver
  options.
  Action Surge
  Once during your turn, you can take one additional action
  on top of your regular action and bonus action.
  You can use this feature a limited number of times, as
  shown in the Action Surges column of the Class Features
  (Fighter) table. You regain expended uses when you �nish
  a long rest.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 6th level, you
  gain another ability score improvement.
  Superior Ability Score Improvement: At 8th level, you
  gain another ability score improvement.
  Extra Attack
  You can attack twice, instead of once, whenever you take
  the Attack action on your turn.
  Indomitable
  You can reroll a saving throw that you fail. If you do so, you
  must use the new roll. You can't use this feature again until
  you �nish a long rest or you choose to spend 1 point of
  resolve.
  Fighting Focus
  As a bonus action, you can enter a �ghting focus. For the
  next minute, you can attack three times—instead of once—
  the �rst time you take the Attack action on your turn. Your
  �ghting focus ends early if you are knocked unconscious
  or you choose to end it as a free action.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Intercept
  Push
  Slam
  Stagger
  Taunt
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Martial Maneuvers
  2
   
   
  EXAMPLE PLACEHOLDER
  4
  5
  9
  10
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 13: THE FIGHTER
  44
  
  Martial Archetypes
  N
  o two fighters are the same—your personal
  tastes de�ne your �ghting style. Swords, bows, or
  �sts? Aggressive or defensive? Elegant and re�ned, or
  harsh and brutal? Long range or up-close and personal?
  Choose a Martial Archetype to help perfect your own,
  unique style on the battle�eld.
  Choose your archetype from one of the following options:
  Fearless Fighter is a work-in-progress with a limited number
  of archetypes. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for martial archetypes you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating an Archetype
  To create your own Martial Archetype (or to convert an
  existing archetype from other sources), follow these steps:
  1. Add 4 Maneuvers: At 1st-level, martial archetypes
  expand the �ghter maneuver list with 4 unique
  maneuvers. Create interesting ways to act in battle that
  are thematic to your archetype—be �avorsome.
  2. Create 3rd and 7th-level Features: Martial archetypes
  grant features at 3rd and 7th-level.
  3. Create a 10th-level Capstone: At 10th-level, martial
  archetypes grant a unique capstone feature that is the
  pinnacle of your archetype's theming.
  And that's it, your archetype is complete!
  Choose Your Archetype
  Champion: You and your weapon are one. In battle, you
  know how to best exploit an opening in your enemy's
  defense to deal massive damage.
  Defender: You protect your allies from harm. When you
  stand fast and hold your ground, nothing can escape
  your defender's mark.
  Commander: In the chaos of battle, you know how to
  take charge. You give orders and you expect those
  orders to be followed.
  •
  •
  •
  Archetypes Yet to Come
  Spellsword: You favor both combat and magic, wielding a
  weapon in one hand and arcane power in the other.
  Arbalest: From the backlines of battle, you rain
  suppressing fire down on your enemies and snipe
  targets from afar.
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  14
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  CHAPTER 14: MARTIAL ARCHETYPES
  45
  
  A Champion hones their raw physical power to deadly
  perfection. You are one with your weapon, and you know
  how to exploit an opening to deal massive damage to your
  unworthy enemy.
  Martial Maneuvers
  Add the following four maneuvers to your list of maneuver
  options: counterattack, parry, pierce, and predict.
  When a creature misses you with a melee attack, you can
  use your reaction to make a melee weapon attack against
  the creature. If the attack hits, you deal an extra 1d6
  damage with your weapon.
  Greater Counterattack: Starting at 5th level, you deal
  an extra 1d8 damage with your weapon when you
  successfully counterattack.
  Superior Counterattack: Starting at 9th level, you deal
  an extra 1d10 damage with your weapon when you
  successfully counterattack.
  When a target hits you with an attack roll and you are not
  incapacitated, you can spend your reaction and attempt to
  parry the attack. Roll 1d6 and add the result to your AC—if
  the attack roll doesn't beat your parry AC, it misses.
  Greater Parry: Starting at 5th level, you may roll 1d8
  when you attempt to parry.
  Superior Parry: Starting at 9th level, you may roll 1d10
  when you attempt to parry.
  When you miss with an attack roll against a creature, you
  can attempt to pierce through with sheer resolve. Roll 1d6
  and add it your attack roll.
  Greater Pierce: Starting at 5th level, you can roll 1d8
  and add it to your attack roll.
  Superior Pierce: Starting at 9th level, you can roll 1d10
  and add it to your attack roll.
  When you make an ability check and use Insight or
  Perception, you can roll 1d6 and add it to the result. You
  can wait until after you roll your check before deciding to
  use this maneuver, but you must decide before the GM
  says whether your check succeeds or fails.
  Greater Predict: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Predict: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  Improved Critical
  Your weapon attacks score a critical hit on a roll of 19 or
  20.
  Remarkable Athlete
  You can add half your pro�ciency bonus (round up) to any
  Strength, Dexterity, or Constitution check you make that
  doesn't already use your pro�ciency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by a number of feet equal
  to your Strength modi�er.
  Additional Fighting Style
  You can choose a second option from the Fighting Style
  class feature.
  Champion
  1
  Counterattack
  Parry
  Pierce
  Predict
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  10
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 14: MARTIAL ARCHETYPES
  46
  
  A Commander gives orders and expects them to be
  followed. You direct your allies with tactical prowess and
  turn a band of ill-�tting mis�ts into a well-oiled machine.
  Martial Maneuvers
  Add the following four maneuvers to your list of maneuver
  options: direct, inspire, instruct, and order.
  When you hit a creature with a weapon attack, you can
  direct an ally to move. Choose one friendly creature that is
  (a) within 30 ft of you or the creature you hit, (b) can see
  and hear you, and (c) has a movement speed greater than 0
  —that creature may spend its reaction to move up to 10 ft.
  This movement does not provoke opportunity attacks
  from the creature you hit.
  Greater Direct: Starting at 5th level, your ally may move
  up to 15 ft.
  Superior Direct: Starting at 9th level, your ally may
  move up to 20 ft.
  When you hit a creature with a weapon attack, you can
  inspire a nearby ally. Choose one friendly creature that can
  see and hear you. That creature gains temporary hit points
  equal to 1d6 + your Strength or Dexterity modi�er—you
  may choose which.
  Greater Inspire: Starting at 5th level, the creature gains
  temporary hit points equal to 1d8 + your Strength or
  Dexterity modi�er.
  Superior Inspire: Starting at 9th level, the creature
  gains temporary hit points equal to 1d10 + your Strength or
  Dexterity modi�er.
  When an ally misses with a weapon attack, you can
  instruct them to try again. If your ally can see and hear
  you, that ally can reroll their attack—if the attack hits, it
  deals 1d6 extra damage.
  Greater Instruct: Starting at 5th level, the attack deals
  1d8 extra damage.
  Superior Instruct: Starting at 9th level, the attack deals
  1d10 extra damage.
  When you make an ability check and use Persuasion or
  Intimidation, you can roll 1d6 and add it to the result. You
  can wait until after you roll your check before deciding to
  use this maneuver, but you must decide before the GM
  says whether your check succeeds or fails.
  Greater Order: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Order: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  Commanding Strike
  When you take the Attack action on your turn, you can
  forgo one of your attacks and use a bonus action to direct
  one of your allies to strike.
  Choose a friendly creature who can see or hear you.
  That creature can immediately use its reaction to make
  one weapon attack.
  Commanding Action
  During another creature's turn, you can spend your
  reaction and one use of your Action Surge feature to grant
  that creature one additional action on top of their regular
  action and a possible bonus action.
  Word of Command
  You can use your action to speak a one-word command to
  a creature. Choose one creature you can see within 30 feet
  of you. If the creature can see and hear you, it must make a
  Wisdom saving throw (DC equal to 8 + your pro�ciency
  bonus + your Strength or Dexterity modi�er) to resist
  being commanded. If the creature fails, it must follow the
  command on its next turn.
  You can use this feature up to three times. You regain
  any expended uses when you �nish a long rest.
  When you speak a command, you can spend a number of
  resolve points to heighten your command. For each point
  of resolve you spend, you can target one additional
  creature with your command. The creatures must be
  within 30 feet of each other when you target them.
  Your command has no effect if the target is undead, if it
  doesn’t understand your language, or if your command is
  directly harmful to it.
  Some typical commands and their effects follow. You
  might issue a command other than one described here. If
  you do so, the GM determines how the target behaves. If
  the target can’t follow your command, the effect ends.
  Commander
  1
  Direct
  Inspire
  Instruct
  Order
   
  EXAMPLE PLACEHOLDER
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  7
   
  EXAMPLE PLACEHOLDER
  10
  Command of Resolve
  Immunities
  Example Commands
  Approach: The target moves toward you by the shortest
  and most direct route, ending its turn if it moves within
  5 feet of you.
  Drop: The target drops whatever it is holding and then
  ends its turn.
  Flee: The target spends its turn moving away from you
  by the fastest available means.
  Grovel: The target falls prone and then ends its turn.
  Halt: The target doesn’t move and takes no actions. A
  �ying creature stays aloft, provided that it is able to do
  so. If it must move to stay aloft, it �ies the minimum
  distance needed to remain in the air.
  •
  •
  •
  •
  •
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 14: MARTIAL ARCHETYPES
  47
  
  A Defender protects their allies from harm. With keen
  senses and keener skill, you know how to spot incoming
  danger and shield your allies from it.
  Martial Maneuvers
  Add the following four maneuvers to your list of maneuver
  options: alert, bastion, sentry, and switch.
  When you make an ability check and use Perception or
  Initiative, you can roll 1d6 and add it to the result. You can
  wait until after you roll your check before deciding to use
  this maneuver, but you must decide before the GM says
  whether your check succeeds or fails.
  Greater Alert: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Alert: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  When an ally within 5 feet of you is reduced to 0 hit points
  from a weapon attack but not killed outright, you can
  intercept part of the attack—your ally drops to 1 hit point
  instead. You can't use this maneuver again until you �nish
  a long rest.
  Greater Bastion: Starting at 5th level, you can use this
  maneuver two times per long rest.
  Superior Bastion: Starting at 9th level, you can use this
  maneuver three times per long rest.
  When an enemy that you can see moves within 5 feet of
  you, you can make one weapon attack against that
  creature as a free action. If your attack hits the creature,
  you deal 1d6 extra damage.
  Greater Sentry: Starting at 5th level, your attack deals
  an extra 1d8 damage.
  Superior Sentry: Starting at 9th level, your attack deals
  an extra 1d10 damage.
  If you are within 5 feet of an ally on your turn, you can
  spend at least 5 feet of your movement to switch places
  with that ally. This movement doesn’t provoke opportunity
  attacks. In addition, you may roll 1d6. Until the start of
  your next turn, your ally gains a bonus to their AC equal to
  the number rolled.
  Greater Switch: Starting at 5th level, the AC bonus
  increases from 1d6 to 1d8.
  Superior Switch: Starting at 9th level, the AC bonus
  increases from 1d8 to 1d10.
  Defender's Mark
  When you hit a creature with a melee weapon attack, you
  can mark the creature until the end of your next turn. This
  effect ends early if you are incapacitated or you die, or if
  someone else marks the creature.
  While it is within 5 feet of you, a creature marked by
  you has disadvantage on any attack roll that doesn't target
  you.
  If a creature marked by you deals damage to anyone other
  than you, you can make a special melee weapon attack
  against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it
  hits, the attack's weapon deals extra damage to the target
  equal to half your �ghter level.
  Regardless of the number of creatures you mark, you
  can make this special attack a number of times equal to
  your Strength modi�er (a minimum of 1). You may also
  spend 1 point of resolve to use this feature. You regain all
  expended uses when you �nish a long rest.
  Defender's Ward
  If you or a creature you can see within 5 feet of you is hit
  by an attack, you can roll 1d8 as a reaction if you're
  wielding a melee weapon or a shield. Roll the die, and add
  the number rolled to the target's AC against that attack. If
  the attack still hits, the target has resistance against the
  attack's damage.
  You can use this feature a number of times equal to
  your Constitution modi�er (a minimum of 1). You may also
  spend 1 point of resolve to use this feature. You regain all
  expended uses when you �nish a long rest.
  Hold the Line
  Creatures provoke an opportunity attack from you when
  they move 5 feet or more while within your reach. If you
  hit a creature with an opportunity attack, the target's
  speed is reduced to 0 until the end of the current turn.
  Defender
  1
  Alert
  Bastion
  Sentry
  Switch
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
  Punishing Attack
   
   
   
   
  EXAMPLE PLACEHOLDER
  7
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
   
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  CHAPTER 14: MARTIAL ARCHETYPES
  48
  
  Variant Dials
  I
  f you want to adjust the fearless fighter class
  to better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, then apply these
  modi�ers when taking the Fearless Fighter as a multiclass
  option:
  If you want to make retraining a little more signi�cant or
  costly for the �ghter, try using these options.
  To change your �ghting styles or maneuvers, you must be
  in a safe sanctuary—such as a village, town, or city—where
  you are able to concentrate on your training.
  To change your �ghting styles or maneuvers, you must
  have access to appropriate facilities—training grounds,
  practice weapons, sparring partners and mentors, etc.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. But if you want to put more of a focus
  on taking short rests for the �ghter, use this alternative
  class table.
  Fighter (Short Rest Recovery)
  Level
  Second
  Winds
  Resolve
  Points
  Action
  Surges
  1st
  1
  1
  1
  2nd
  1
  2
  1
  3rd
  1
  2
  1
  4th
  1
  2
  1
  5th
  1
  2
  1
  6th
  1
  2
  1
  7th
  1
  2
  1
  8th
  1
  3
  1
  9th
  1
  3
  1
  10th
  1
  3
  1
  You recover all expended second winds, resolve points,
  and action surges when you �nish a short or long rest.
  Multiclassing
  Minimum Requirement: Strength 13 or Dexterity 13.
  Pro�ciencies: Light armor, medium armor, shields,
  simple weapons, martial weapons.
  Maneuvers: You can't use any mastered maneuvers
  until you are 3rd level.
  •
  •
  •
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
  Short Rest Recovery
  Class Features
   
   
   
   
   
   
   
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  15
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  CHAPTER 15: VARIANT DIALS
  49
  
  PART 6
  PART 6
  PART 6
  PART 6
  PART 6
  The Monk
  The Monk
  The Monk
  The Monk
  The Monk
  Be a masterful monk.
  16 The Monk
  The Monk
  The Monk
  The Monk
  The Monk
  p51
  p51
  p51
  p51
  p51
  Choose your own Monastic Tradition.
  17 Monastic Traditions
  Monastic Traditions
  Monastic Traditions
  Monastic Traditions
  Monastic Traditions
  p55
  p55
  p55
  p55
  p55
  Customise your class with variant options.
  0
  p0
  p0
  p0
  p0
  p0
  
  The Monk
  Monk
  Level
  Proficiency
  Bonus
  Dragon's
  Claw
  Ki
  Points
  Mantras
  Mastered
  Unarmored
  Movement
  Features
  1st
  +2
  1d4
  3
  3
  Martial Arts, Unarmored Defense, Ki, Flurry of Blows,
  Mantras, Monastic Tradition
  2nd
  +2
  1d4
  6
  3
  +10 ft
  Unarmored Movement
  3rd
  +2
  1d4
  9
  4
  +10 ft
  Deflect Missiles, Monastic Tradition Features
  4th
  +2
  1d4
  12
  4
  +10 ft
  Ability Score Improvement, Slow Fall
  5th
  +3
  1d6
  15
  4
  +10 ft
  Extra Attack, Meditation, Greater Mantras
  6th
  +3
  1d6
  18
  5
  +15 ft
  Ki-Empowered Strikes, Monastic Tradition Features
  7th
  +3
  1d6
  21
  5
  +15 ft
  Evasion, Inner Peace
  8th
  +3
  1d6
  24
  5
  +15 ft
  Greater Ability Score Improvement
  9th
  +4
  1d8
  27
  5
  +15 ft
  Sky Walk, Superior Mantras
  10th
  +4
  1d8
  30
  6
  +20 ft
  Lightning Flurry, Greater Inner Peace, Monastic Tradition
  Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 gold pieces (or 12 gp). You may spend some or
  all of this gold to purchase your own equipment.
  Class Features
  —
  Hit Dice: 1d8 per monk level.
  Hit Points (1st Level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per monk level after 1st.
  •
  •
  •
  Armor: None.
  Weapons: Simple weapons, shortswords.
  Tools: Choose one type of artisan's tools or one musical
  instrument.
  Saving Throws: Strength, Dexterity.
  Skills: Choose two from Acrobatics, Athletics, History,
  Insight, Religion, and Stealth.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a shortsword or (b) any simple weapon.
  (a) a dungeoneer's pack or (b) an explorer's pack.
  10 darts.
  •
  •
  •
  B. Custom Equipment
  16
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  CHAPTER 16: THE MONK
  51
  
  As a monk, you gain the following class features.
  Martial Arts
  Your training in the martial arts gives you mastery of
  unarmed strikes and monk weapons. You gain the
  following bene�ts while you are (a) unarmed or wielding
  only monk weapons and (b) you aren't wearing armor or
  wielding a shield:
  You can choose a number of weapons to be your monk
  weapons equal to 5 + your Wisdom modi�er (minimum of
  �ve weapons). The chosen weapons must each meet the
  following criteria:
  Unarmored Defense
  While you are wearing no armor and not wielding a shield,
  your armor class equals 10 + your Dexterity modi�er + your
  Wisdom modi�er.
  Armor Class (AC): 10 + your Dexterity modifier + your
  Wisdom modifier
  Ki
  You have a number of ki points as shown in the Ki Points
  column of the Class Features (Monk) table. You can spend
  ki to overcome danger with mantras—and you may learn
  other applications from your Monastic Tradition.
  You recover all expended ki points when you �nish a
  long rest.
  Flurry of Blows
  Immediately after you take the Attack action on your turn,
  you can spend 1 ki point to make two unarmed strikes as a
  bonus action.
  Mantras
  You master three mantras of your choice from your list of
  mantra options. To use a mastered mantra, you must
  spend one ki point.
  Mastering New Mantras: You master additional
  mantras as you gain monk levels, as show in the Mantras
  Mastered column of the Class Features (Monk) table.
  Replacing a Mantra: When you �nish a long rest, you
  may choose one of your mastered mantras and replace it
  with a different option.
  Saving Throws: Some of your mantras require your
  target to make a saving throw. The saving throw DC is
  calculated as follows:
  Mantra Save DC: 8 + your proficiency bonus + your
  Wisdom modifier
  Once per turn, when you hit a Large or smaller creature
  with a melee weapon attack, you can attempt to push the
  creature away from you. The creature must make a
  Strength saving throw. On a failed save, you push the
  creature back up to 10 ft.
  Greater Crashing Thunder: (5th-level) You can use this
  mantra on Huge creatures.
  Superior Crashing Thunder: (9th-level) You can use
  this mantra on Gargantuan creatures.
  Class Features
  1
  Scorpion Sting: You can use Dexterity instead of
  Strength for the attack and damage rolls of your
  unarmed strikes and monk weapons.
  Dragon's Claw: You can roll 1d4 in place of the normal
  damage of your unarmed strike or monk weapon. This
  die changes as you gain levels, as shown in the Dragon's
  Claw column of the Class Features (Monk) table.
  Tiger Swipe: When you (a) use the Attack action with an
  unarmed strike or a monk weapon or (b) spend any
  number of ki points as part of your action, you can
  make one unarmed strike as a bonus action.
  •
  •
  •
  Monk Weapons
  The weapon must be a simple or martial weapon.
  You must be pro�cient with the weapon.
  The weapon must lack these properties: heavy, special,
  or two-handed.
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  Unarmored Defense
  1
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Mantra Save DC
  Crashing Thunder
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  CHAPTER 16: THE MONK
  52
  
  Once per turn, when you hit a Large or smaller creature
  with a weapon attack, you can spend a bonus action to
  attempt to knock the creature down. The creature must
  make a Strength saving throw. On a failed save, you knock
  the creature prone.
  Greater Fell the Forest: (5th-level) You can use this
  mantra on Huge creatures.
  Superior Fell the Forest: (9th-level) You can use this
  mantra on Gargantuan creatures.
  When you would miss with an attack roll against a
  creature, you can roll 1d6 and add it to your attack roll.
  Greater Hawk Slash: (5th-level) You can roll 1d8 and
  add it to your attack roll.
  Superior Hawk Slash: (9th-level) You can roll 1d10 and
  add it to your attack roll.
  When you hit a creature with a melee weapon attack, you
  can leap up to 10 ft in a direction of your choice. This
  movement doesn't provoke opportunity attacks from the
  creature you hit. You must have enough speed to leap this
  distance.
  Greater Leaping Dragon: (5th-level) The distance you
  can leap increases from 10 ft to 15 ft.
  Superior Leaping Dragon: (9th-level) The distance you
  can leap increases from 15 ft to 20 ft.
  Once per turn, when you hit a Large or smaller creature
  with a melee weapon attack, you can attempt to move the
  creature. The creature must make a Strength saving throw.
  On a failed save, you can move the target up to 5 ft in a
  direction of your choice. In addition, you may move up to 5
  ft in a direction of your choice. Neither movement triggers
  an attack of opportunity.
  Greater Move the Mountain: (5th-level) You can use
  this mantra on Huge creatures.
  Superior Move the Mountain: (9th-level) You can use
  this mantra on Gargantuan creatures.
  During your turn, you can extend the reach of one
  unarmed attack you make before the end of your turn. The
  reach is increased by +5 ft.
  Greater Tempest Spear: (5th-level) You can extend the
  reach of two unarmed attacks you make before the end of
  your turn.
  Superior Tempest Spear: (9th-level) You can extend the
  reach of three unarmed attacks you make before the end
  of your turn.
  Monastic Tradition
  Choose a Monastic Tradition. You gain features from your
  Monastic Tradition at 1st, 3rd, 6th, and 10th-level.
  You gain access to four unique mantras from your
  Monastic Tradition. Add these to your list of mantra
  options.
  Unarmored Movement
  Your speed increases by 10 feet while you are both (a) not
  wearing armor and (b) not wielding a shield. This bonus
  increases when you reach certain monk levels, as shown in
  the Class Features (Monk) table.
  In addition, while you are not wearing armor and not
  wielding a shield, you can use the Patient Turtle and Step
  of the Wind abilities.
  You can spend one ki point to take the Dodge action as a
  bonus action.
  You can spend one ki point to take the Disengage or Dash
  action as a bonus action. In addition, your jump distance is
  doubled until the end of your turn.
  Deflect Missiles
  When you are hit by a ranged weapon attack, you can
  spend your reaction to de�ect the missile. When you do
  so, the damage you take from the attack is reduced by 1d10
  + your Dexterity modi�er + your monk level.
  Catching Butter�ies: If you reduce the damage to 0
  when de�ecting a missile, you can catch it. The missile
  must be small enough for you to hold in one hand and you
  must have at least one hand free.
  Spitting Wasp: When you catch a missile in this way,
  you can spend 1 ki point to (as part of the same reaction)
  make a ranged attack with the weapon or piece of
  ammunition you just caught.
  You make this attack with pro�ciency, regardless of
  your weapon pro�ciencies. For the attack, the missile
  counts as a monk weapon with a normal range of 20 feet
  and a long range of 60 feet.
  Fell the Forest
  Hawk Slash
  Leaping Dragon
  Move the Mountain
  Tempest Spear
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Monastic Mantras
   
   
   
  EXAMPLE PLACEHOLDER
  2
  Patient Turtle
  Step of the Wind
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
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  CHAPTER 16: THE MONK
  53
  
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th level, you
  gain another ability score improvement.
  Slow Fall
  When you fall, you can spend your reaction to reduce any
  falling damage you take by an amount equal to �ve times
  your monk level.
  Extra Attack
  You can attack twice, instead of once, whenever you take
  the Attack action on your turn.
  Meditation
  When you �nish a short rest, you can meditate to regain
  1d6 expended ki points. You can use this feature once, and
  you regain expended uses when you �nish a long rest.
  Greater Meditation: Starting at 9th-level, the amount
  of ki you regain increases from 1d6 to 2d6.
  Ki-Empowered Strikes
  Your unarmed strikes count as magical for the purpose of
  overcoming resistance and immunity to nonmagical
  attacks and damage.
  Evasion
  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.
  Inner Peace
  You can spend an action to end one effect on yourself that
  is causing you to be charmed or frightened.
  Greater Inner Peace: Starting at 10th-level, you are
  immune to disease and poison.
  Sky Walk
  While you are (a) not wearing armor and (b) not wielding a
  shield, you can move along vertical surfaces and across
  liquids on your turn without falling during the move.
  Lightning Flurry
  During your turn, you can �are your ki to activate a burst
  of focused power. For the next minute, you can use your
  Flurry of Blows feature without needing to spend a ki
  point. Your lightning �urry ends early if you are knocked
  unconscious or you choose to end it as a free action.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  4
  4
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  5
  5
   
   
   
   
   
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  6
  7
   
   
   
  EXAMPLE PLACEHOLDER
  7
   
   
   
  EXAMPLE PLACEHOLDER
  9
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 16: THE MONK
  54
  
  Monastic Traditions
  Y
  ou are a monk, a master of martial combat and
  spiritual ki. You can channel the mystical energy that
  �ows through your body—but how do you wield it?
  Do you leap into the heart of battle, a blur of �sts and
  fury? Do you bend the elements of nature to your will,
  striking at your enemies with �re, water, earth, and air? Or
  do you move silently through shadows, waiting for your
  enemies to make a lethal mistake?
  Choose a Monastic Tradition to help harness your
  mystical ki as you master inner peace.
  Choose your monastic tradition from one of the following
  options:
  Masterful Monk is a work-in-progress with a limited number
  of traditions. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for monastic traditions you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating a Tradition
  To create your own Monastic Tradition (or to convert an
  existing tradition from other sources), follow these steps:
  1. Add 4 Mantras: At 1st-level, monastic traditions expand
  the monk mantra list with 4 unique mantras. Create
  interesting ways to act in battle that are thematic to
  your tradition—be �avorsome.
  2. Create 3rd and 7th-level Features: Monastic traditions
  grant features at 3rd and 7th-level.
  3. Create a 10th-level Capstone: At 10th-level, monastic
  traditions grant a unique capstone feature—this is the
  pinnacle of your tradition's theming.
  And that's it, your tradition is complete!
  Choose Your Tradition
  Way of the Elementalist: You can harness the raw
  power of the elements—earth, water, air, and �re—and
  bend them to your will.
  Way of the Open Hand: You are a master of the martial
  arts, using special techniques to push, trip, and daze
  your opponents.
  •
  •
  Traditions Yet to Come
  Way of the Shadow: With deception and theatrics, you
  sneak unseen through the shadows and silently hunt
  your enemies.
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  17
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  CHAPTER 17: MONASTIC TRADITIONS
  55
  
  You are the still center of the turning wheel. When you
  focus your ki, you can align yourself with the forces of
  creation and bend the elements to your will.
  Monastic Mantras
  Add the following four mantras to your list of mantra
  options:
  When you make an ability check and use Acrobatics or
  Religion, you can roll 1d6 and add it to the result. You can
  wait until after you roll your check before deciding to use
  this mantra, but you must decide before the GM says
  whether your check succeeds or fails.
  Greater Balance of All Things: (5th-level) Your bonus
  increases from 1d6 to 1d8.
  Superior Balance of All Things: (9th-level) Your bonus
  increases from 1d8 to 1d10.
  When you hit a creature with a weapon melee attack, you
  can change the type of damage you deal. Choose one of
  cold, �re, bludgeoning, lightning, or thunder—your attack
  deals this damage type. In addition, you deal 1d6 additional
  damage of the same type.
  Greater Fury of Elements: (5th-level) The additional
  damage you deal increases from 1d6 to 1d8.
  Superior Fury of Elements: (9th-level) The additional
  damage you deal increases from 1d8 to 1d10.
  When you hit a Large or smaller creature with a weapon
  melee attack, you can attempt to trap it using elemental
  power. The creature must make a Strength saving throw. If
  it fails, the creature is grappled.
  Greater Clutch of the Wild: (5th-level) You can use this
  mantra on Huge creatures.
  Superior Clutch of the Wild: (9th-level) You can use
  this mantra on Gargantuan creatures.
  When you are reduced to 0 hit points but not killed
  outright, you can shield yourself with elemental power to
  drop to 1 hit point instead. You can't use this mantra again
  until you �nish a long rest.
  Greater Shield of Elements: (5th-level) You can use this
  mantra two times per long rest.
  Superior Shield of Elements: (9th-level) You can use
  this mantra three times per long rest.
  Elemental Arts
  You gain the ability to cast powerful elemental arts by
  channeling the ki that �ows within you.
  At 3rd-level, you know three arts of your choice from the
  elementalist spell list. The spell level of your elemental arts
  must be lower than or equal to your maximum spell level.
  You learn additional arts of your choice at higher levels,
  as shown in the Arts Known column of the Class Features
  (Elementalist) table.
  Replacing Known Arts: When you �nish a long rest, you
  may replace one of your known elemental arts with
  another option from the elementalist spell list.
  Monk (Elementalist)
  Level
  Arts Known
  Max. Spell Level
  3rd
  3
  1st
  4th
  4
  1st
  5th
  5
  1st
  6th
  6
  2nd
  7th
  7
  2nd
  8th
  8
  2nd
  9th
  9
  2nd
  10th
  10
  3rd
  To cast an elemental art of 1st-level or higher, you must
  spend a number of ki points as shown in the Elementalist
  Spellcasting table. You must use the spell's casting time
  and other rules—but you don't need to provide material
  components for it.
  Upcasting Spells: When casting an elemental art at a
  higher spell level, you can't exceed your Maximum Spell
  Level—even if you have enough ki points.
  Spell Level
  Ki Points
  1st
  2
  2nd
  3
  Spell Level
  Ki Points
  3rd
  5
  Wisdom is your spellcasting ability for your elemental art
  spells. Use your Wisdom modi�er to determine the saving
  throw DC or attack modi�er for spells that you cast.
  Way of the Elementalist
  1
  Balance of All Things
  Fury of Elements
  Clutch of the Wild
  Shield of Elements
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
  Learning Elemental Arts
  Class Features
   
   
   
  EXAMPLE PLACEHOLDER
  Casting Elemental Arts
  Elementalist Spellcasting
  —
  —
   
   
  EXAMPLE PLACEHOLDER
  Spellcasting Ability
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  CHAPTER 17: MONASTIC TRADITIONS
  56
  
  Spell Save DC: 8 + your proficiency bonus + your
  Wisdom modifier
  Spell Attack Modifier: your proficiency bonus + your
  Wisdom modifier
  Spear of Elements
  When you spend an action to cast an elemental art, you
  can make one unarmed strike as a bonus action. The range
  of this unarmed attack is increased by +10 ft.
  Elemental Flurry of Blows: Immediately after you
  spend an action to cast an elemental art, you can spend 1
  ki point to make two unarmed strikes as a bonus action.
  The range of these unarmed attacks is increased by +10 ft.
  Variable Arts
  When you learn a variable elemental art, you can choose
  what type of damage that elemental art deals—�re, cold,
  bludgeoning, lightning, or thunder. You may learn a
  variable elemental art multiple times, choosing a new
  damage type each time.
  Elemental Avatar
  At 10th-level, you have become deeply attuned to the
  elements of nature. When you �nish a long rest, choose
  one of the following masteries:
  You can spend an action to freely invoke your chosen
  avatar. You may use this feature once, and you regain
  expended uses when you �nish a long rest.
  Cantrip
  01-11
  Blade Ward
  12-22
  Control Flames
  23-33
  Fire Bolt
  34-44
  Gust
  45-55
  Mold Earth
  56-66
  Ray of Frost
  67-77
  Shape Water
  78-88
  Shocking Grasp
  89-99
  Thunderclap
  1st-level
  01-08
  Absorb Elements
  09-16
  Burning Hands (variable)
  17-24
  Create or Destroy Water
  25-32
  Earth Tremor
  33-40
  Expeditious Retreat
  41-48
  Feather Fall
  49-56
  Fog Cloud
  57-64
  Ice Knife (variable)
  65-72
  Jump
  73-80
  Longstrider
  81-88
  Thunderwave
  89-96
  Zephyr Strike
  2nd-level
  01-07
  Aganazzar's Scorcher (variable)
  08-14
  Barkskin
  15-21
  Dragon's Breath (variable)
  22-28
  Flame Blade (variable)
  29-35
  Flaming Sphere (variable)
  36-42
  Gust of Wind
  43-49
  Hold Person
  50-56
  Levitate
  57-63
  Maximilian's Earthen Grasp
  64-70
  Scorching Ray (variable)
  71-77
  Shatter
  78-84
  Snilloc's Snowball Swarm (variable)
  85-91
  Spider Climb
  92-98
  Warding Wind
  3rd-level
  01-07
  Call Lightning (variable)
  08-14
  Erupting Earth
  15-21
  Fireball (variable)
  22-28
  Fly
  29-35
  Gaseous Form
  36-42
  Lightning Bolt (variable)
  43-49
  Melf's Minute Meteors
  50-56
  Thunder Step
  57-63
  Tidal Wave
  64-70
  Wall of Sand
  71-77
  Wall of Water
  78-84
  Water Breathing
  85-91
  Water Walk
  92-98
  Wind Wall
  Spellcasting Ability
  3
   
   
   
  EXAMPLE PLACEHOLDER
  6
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
  Avatar of Air (Investiture of Wind)
  Avatar of Earth (Investiture of Stone)
  Avatar of Fire (Investiture of Flame)
  Avatar of Water (Investiture of Ice)
  •
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  Elementalist Spell List
  XGtE
  XGtE
  XGtE
  EE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 17: MONASTIC TRADITIONS
  57
  
  You are a master of the martial arts, using special
  techniques to push, trip, and daze your opponents.
  Monastic Mantras
  Add the following four mantras to your list of mantra
  options:
  When you make an ability check and use Acrobatics or
  Athletics, you can roll 1d6 and add it to the result. You can
  wait until after you roll your check before deciding to use
  this mantra, but you must decide before the GM says
  whether your check succeeds or fails.
  Greater Will of the Dragon: (5th-level) Your bonus
  increases from 1d6 to 1d8.
  Superior Will of the Dragon: (9th-level) Your bonus
  increases from 1d8 to 1d10.
  Once per turn, when you hit a Large or smaller creature
  with a melee weapon attack, you can attempt to hit a
  nerve cluster. The creature must make a Constitution
  saving throw. On a failed save, the creature's speed is
  reduce to 0 until the end of its next turn.
  Greater Pinch of Death: (5th-level) You can use this
  mantra on Huge creatures.
  Superior Pinch of Death: (9th-level) You can use this
  mantra on Gargantuan creatures.
  Once per turn, when you hit a Large or smaller creature
  with a weapon attack, you can attempt to make the
  creature drop an item. The creature must make a Wisdom
  saving throw. If it fails, the creature drops one item of your
  choice that it is holding.
  If you are adjacent to the creature, you can catch the
  dropped item if you are unrestrained and have at least one
  free hand.
  Greater Snake Fist: (5th-level) You can use this mantra
  on Huge creatures.
  Superior Snake Fist: (9th-level) You can use this mantra
  on Gargantuan creatures.
  When a creature misses you with a melee attack, you can
  use your reaction to make a melee weapon attack against
  the creature. If the attack hits, you deal an extra 1d6
  damage with your weapon.
  Greater Circle of Steel: (5th-level) The additional
  damage increases from 1d6 to 1d8.
  Superior Circle of Steel: (9th-level) The additional
  damage increases from 1d8 to 1d10.
  Open Hand Technique
  Whenever you hit a creature with one of the attacks
  granted by your Flurry of Blows, you can impose one of the
  following effects on that creature:
  Wholeness of Body
  As an action, you can regain hit points equal to three times
  your monk level. You can use this feature once, and you
  regain expended uses when you �nish a long rest.
  Quivering Palm
  When you hit a creature with an unarmed attack, you can
  attempt to create deadly vibrations within their body. The
  creature must make a Constitution saving throw. If it fails,
  the creature is af�icted with imperceptible vibrations that
  last until you next �nish a long rest.
  You can spend an action to resonate these vibrations—
  at which point, the vibrations end and the creature suffers
  5d10 necrotic damage. If the creature is reduced to 0 hit
  points by this damage, it dies immediately.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Way of the Open Hand
  1
  Will of the Dragon
  Pinch of Death
  Snake Fist
  Circle of Steel
   
   
   
  EXAMPLE PLACEHOLDER
  3
  Axe Kick: The creature must succeed on a Dexterity
  saving throw. If it fails, it is knocked prone.
  Fists of Fury: The creature must make a Strength
  saving throw. If it fails, you can push it up to 15 feet
  away from you.
  Palm Strike: The creature can't take reactions until the
  end of your next turn.
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  6
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 17: MONASTIC TRADITIONS
  58
  
  Variant Dials
  I
  f you want to adjust the masterful monk  class
  to better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, then apply these
  modi�ers when taking the Masterful Monk as a multiclass
  option:
  If you want to make retraining a little more signi�cant or
  costly for the monk, try using these options.
  To change your mantras, you must be in a safe sanctuary—
  such as a village, town, or city—where you are able to
  concentrate on your training.
  To change your mantras, you must have access to
  appropriate facilities—monasteries, practice weapons,
  sparring partners and mentors, etc.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. To put a focus on taking short rests for
  the monk, however, use this alternative class table.
  Monk (Short Rest Recovery)
  Level
  Ki Points
  1st
  2
  2nd
  3
  3rd
  4
  4th
  5
  5th
  6
  Level
  Ki Points
  6th
  7
  7th
  8
  8th
  9
  9th
  10
  10th
  11
  You recover all expended ki points when you �nish a
  short or long rest.
  Multiclassing
  Minimum Requirement: Dexterity 13 and Wisdom 13.
  Pro�ciencies: Simple weapons, shortswords.
  Ki: You can't spend ki until you are 3rd-level.
  •
  •
  •
  Restricted Retraining
  Sanctuary
  Facilities
   
   
   
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
  Class Features
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  18
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 18: VARIANT DIALS
  59
  
  PART 7
  PART 7
  PART 7
  PART 7
  PART 7
  The Paladin
  The Paladin
  The Paladin
  The Paladin
  The Paladin
  Be a pious paladin.
  19 The Paladin
  The Paladin
  The Paladin
  The Paladin
  The Paladin
  p61
  p61
  p61
  p61
  p61
  Choose your own Sacred Oath.
  20 Sacred Oaths
  Sacred Oaths
  Sacred Oaths
  Sacred Oaths
  Sacred Oaths
  p66
  p66
  p66
  p66
  p66
  Customise your class with variant options.
  18 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p59
  p59
  p59
  p59
  p59
  
  The Paladin
  Paladin
  Level
  Proficiency
  Bonus
  Conviction
  Points
  Smites
  Mastered
  Max. Spell
  Level
  Features
  1st
  +2
  4
  2
  Sacred Oath, Conviction, Smite, Fighting Style
  2nd
  +2
  6
  2
  1st
  Spellcasting
  3rd
  +2
  8
  3
  1st
  Divine Health, Sacred Oath Features
  4th
  +2
  10
  3
  1st
  Ability Score Improvement
  5th
  +3
  13
  3
  2nd
  Extra Attack
  6th
  +3
  16
  3
  2nd
  Sacred Aura
  7th
  +3
  19
  4
  2nd
  Sacred Oath Features
  8th
  +3
  22
  4
  2nd
  Ability Score Improvement
  9th
  +4
  26
  4
  3rd
  Sacred Oath Features
  10th
  +4
  30
  4
  3rd
  Voice of the Crusader, Greater Sacred Aura
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 x 10 gold pieces (or 120 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  —
  Hit Dice: 1d10 per paladin level.
  Hit Points (1st Level): 10 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d10 (or 6) + your
  Constitution modi�er per paladin level after 1st.
  •
  •
  •
  Armor: All armor, shields.
  Weapons: Simple weapons, martial weapons.
  Tools: None.
  Saving Throws: Wisdom, Charisma.
  Skills: Choose two from Athletics, Insight, Intimidation,
  Medicine, Persuasion and Religion.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a martial weapon and a shield or (b) two martial
  weapons.
  (a) �ve javelins or (b) any simple melee weapon.
  (a) a priest's pack or (b) an explorer's pack.
  Chain mail and a holy symbol.
  •
  •
  •
  •
  B. Custom Equipment
  19
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 19: THE PALADIN
  61
  
  As a paladin, you gain the following class features.
  Sacred Oath
  Choose a Sacred Oath. You gain features from your Sacred
  Oath at 1st, 3rd, 7th, and 9th-level.
  Each oath has a set of three guiding principles—its tenets—
  that help to direct you in the service of your oath. These
  are sacred vows that you have sworn. Honor these tenets
  to gain—and maintain—your conviction.
  Sacred Favor: If you make a notable effort to honor a
  tenet, you may be blessed with sacred favor. You can hold a
  maximum number of sacred favors at one time equal to
  your Charisma modi�er (minimum 1).
  On your turn, as a free action, you may spend one
  sacred favor to do one of the following:
  Transgression: If you break or reject one of the tenets
  of your oath, some of your sacred power may be stripped
  away for a time.
  Roll a d6 and check the Transgression table below to
  �nd out which class feature you lose access to. Reroll any
  result that doesn't fully apply to you.
  d6
  Feature Lost
  1
  Oath Spells
  2
  1d4 Conviction Points
  3
  Lay on Hands
  d6
  Feature Lost
  4
  Divine Health
  5
  Voice of the Crusader
  6
  Another Feature
  Penance: If you have transgressed, you will have to
  perform a penance to regain your conviction. The scale of
  this penance may vary depending on the severity of your
  transgression, but some common forms include:
  If your penance is accepted, you regain one lost feature.
  You are able to share the power of your conviction through
  a simple touch. You gain access to one Lay on Hands ability
  from your oath.
  You gain access to one unique smite from your Sacred
  Oath. Add this to your list of smite options.
  Each oath has a list of spells—its oath spells—that you gain
  at the paladin levels noted in the oath description. Once
  you gain an oath spell, you always have it prepared, and it
  doesn't count against the number of spells you can
  prepare each day.
  If you have an oath spell that doesn't appear on the
  paladin spell list, the spell is nonetheless a paladin spell for
  you.
  Starting at 6th-level, you gain access to one unique aura
  from your Sacred Oath. Add this to your list of aura
  options.
  Conviction
  Your conviction in your oath gives you strength. You have
  a number of conviction points, as shown in the Conviction
  Points column of the Class Features (Paladin) table. You
  can spend conviction to smite your enemies—and you may
  learn other applications from your Sacred Oath.
  You recover all expended conviction points when you
  �nish a long rest.
  Smite
  You master two smites of your choice from your list of
  smite options. Once per turn, when you hit a creature with
  a melee weapon attack, you may spend one or more
  conviction points to use one of your mastered smites.
  Mastering New Smites: You master additional smites as
  you gain more paladin levels, as show in the Smites
  Mastered column of the Class Features (Paladin) table.
  Replacing a Mastered Smite: When you �nish a long
  rest, you may replace one of your mastered smites with a
  different one.
  Saving Throws: Some of your smites require your
  target to make a saving throw. The saving throw DC is
  calculated as follows:
  Save DC: 8 + your proficiency bonus + your Charisma
  modifier
  Class Features
  1
  Tenets
  Gain Stamina: Regain 1 expended hit die.
  Gain Power: Regain 1 expended 1st level spell slot.
  Twist Fate: Reroll 1 ability check, attack roll, or saving
  throw. You must accept the second result.
  Cause Pain: Reroll all damage dice of an attack you have
  just made. You may accept either result.
  Forgiveness: Forgive one transgression you have made.
  •
  •
  •
  •
  •
  Transgression
  Donate: You make a charitable donation of goods, coin,
  or time to a worthy cause.
  Confess: You confess your transgression to a higher-
  ranking agent of your oath and are forgiven.
  Contemplate: You spend a period of time in dedicated
  contemplation of your oath.
  Quest: You complete a sacred quest in the service of
  your oath.
  Sacri�ce: You give up something of signi�cant personal
  value.
  •
  •
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  Lay on Hands
  Oath Smite
  Oath Spells
  Oath Aura
  1
  1
  Smite Save DC
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 19: THE PALADIN
  62
  
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  radiant damage. In addition, until the smite ends, the
  creature sheds dim light in a 5 ft radius and cannot bene�t
  from the Invisible condition.
  Smite Duration: Concentration, up to 1 minute.
  Greater Branding: (5th-level, +1 conviction) The base
  damage increases to 2d8.
  Superior Branding: (9th-level, +3 conviction) The base
  damage increases to 3d8.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  radiant damage. In addition, the creature must make a
  Constitution saving throw. If it fails, the creature is blinded
  until the end of its next turn.
  Greater Blinding: (5th-level, +1 conviction) The base
  damage increases to 2d8.
  Superior Blinding: (9th-level, +3 conviction) The base
  damage increases to 3d8.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  radiant damage. If the creature is undead or a �end, the
  damage increases by 1d8.
  Greater Divine: (5th-level, +1 conviction) The base
  damage increases to 2d8.
  Superior Divine: (9th-level, +3 conviction) The base
  damage increases to 3d8.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  �re damage. In addition, the creature ignites in �ame.
  At the start of each of its turns until the smite ends, the
  target must make a Constitution saving throw. On a failed
  save, it takes 1d8 �re damage. On a successful save, the
  smite ends. If the creature—or another creature within 5
  feet of it—uses an action to put out the �ames (or if some
  other effect douses the �ames), the smite ends.
  Smite Duration: Concentration, up to 1 minute.
  Greater Searing: (5th-level, +1 conviction) The base
  damage increases to 2d8 and the ongoing damage
  increases to 1d10.
  Superior Searing: (9th-level, +3 conviction) The base
  damage increases to 3d8 and the ongoing damage
  increases to 1d12.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  thunder damage. The creature must make a Strength
  saving throw or be pushed back 10 ft and knocked prone.
  Greater Thunderous: (5th-level, +1 conviction) The base
  damage increases to 2d8 and the creature is pushed back
  up to 15 ft.
  Superior Thunderous: (9th-level, +3 conviction) The
  base damage increases to 3d8 and the creature is pushed
  back up to 20 ft.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  psychic damage. In addition, the creature must make a
  Wisdom saving throw. If it fails, the creature is �ghtened of
  you until the effect ends.
  As an action, the creature can make a Wisdom check
  against your smite save DC to end this effect.
  Smite Duration: Concentration, up to 1 minute.
  Greater Wrathful: (5th-level, +1 conviction) The base
  damage increases to 2d8.
  Superior Wrathful: (9th-level, +3 conviction) The base
  damage increases to 3d8.
  Fighting Style
  Choose one of the following Fighting Styles. You can't take
  a Fighting Style option more than once, even if you later
  get to choose again.
  Changing Your Fighting Style: When you �nish a long
  rest, you can choose one of the �ghting styles you know
  and replace it with a different �ghting style.
  While you are wearing armor, you gain a +1 bonus to AC.
  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 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 bene�t.
  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.
  Spellcasting
  You gain the ability to cast paladin spells by channeling
  your conviction.
  You prepare the list of paladin spells that are available for
  you to cast, choosing from the paladin spell list.
  Preparing Your Spell List: Choose a number of paladin
  spells equal to your Charisma modi�er + your paladin level
  (minimum of one spell). The spells must be of a level lower
  than or equal to your Maximum Spell Level. Casting a spell
  doesn't remove it from your list of prepared spells.
  Changing Your Prepared Spells: You can change your
  list of prepared spells when you �nish a long rest.
  Preparing a new list of paladin spells requires time: at least
  1 minute per spell level for each spell on your list.
  Branding
  Blinding
  Divine
  Searing
  Thunderous
  Wrathful
  1
  Defense
  Dueling
  Great Weapon Fighting
  Protection
  2
  Preparing Spells
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 19: THE PALADIN
  63
  
  To cast a paladin spell of 1st-level or higher, you must
  spend a number of conviction points as shown in the
  Paladin Spellcasting table below. You recover all expended
  conviction points when you �nish a long rest.
  Upcasting Spells: When you cast a paladin spell at a
  higher spell level, you can't exceed your Maximum Spell
  Level—even if you have enough conviction points.
  Spell
  Level
  Conviction
  Points
  1st
  2
  2nd
  3
  Spell
  Level
  Conviction
  Points
  3rd
  5
  Charisma is your spellcasting ability for your paladin spells.
  Use your Charisma modi�er to determine the saving throw
  DC or attack modi�er for a paladin spell you cast.
  Spell Save DC: 8 + your proficiency bonus + your
  Charisma modifier
  Spell Attack Modifier: your proficiency bonus + your
  Charisma modifier
  You can use a holy symbol as a spellcasting focus for your
  paladin spells.
  Divine Health
  You are immune to disease.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th level, you
  gain another ability score improvement.
  Extra Attack
  You can attack twice, instead of once, whenever you take
  the Attack action on your turn.
  Sacred Aura
  You master one sacred aura of your choice. You can spend
  a bonus action to radiate your sacred aura lasting for up to
  10 minutes (or until you are rendered unconcious).
  You can use this feature a number of times equal to
  your Charisma modi�er (minimum of 1), and you regain
  expended uses when you �nish a long rest.
  Replacing a Sacred Aura: When you �nish a long rest,
  you may choose one of your sacred auras and replace it
  with a different option.
  Unique Effect: A creature cannot bene�t from the same
  sacred aura from multiple sources.
  Greater Sacred Aura: At 10th-level, choose one
  additional sacred aura. Your aura now radiates both effects
  at the same time.
  You and friendly creatures within 10 feet of you can't be
  frightened.
  Whenever you or a friendly creature within 10 feet of you
  must make a saving throw, the creature gains a bonus to
  the saving throw equal to your Charisma modi�er (with a
  minimum bonus of +1).
  You and friendly creatures within 10 feet of you gain
  resistance to necrotic damage. In addition, your melee
  weapon attacks deal +1 radiant damage.
  You and friendly creatures within 10 feet of you gain a +1
  damage bonus when making weapon attacks.
  Voice of the Crusader
  With conviction, you are able to instill the tenets of your
  oath in even the most dangerous of enemies. As an action,
  you may choose one of your oath's tenets and proclaim it.
  Up to twelve creatures of your choice that you can see
  within 60 ft must make a Charisma saving throw. On a
  failed save, the creature is inspired—or bound—by your
  tenet for up to 1 hour.
  A creature affected in this way is compelled to honor
  the spirit of the tenet you have proclaimed. The creature
  retains its own will and may choose how it achieves this.
  Immunities: Creatures must be able to hear and
  understand you. Creatures that can't be charmed are
  immune to this effect.
  Conviction: You may spend a number of conviction
  points as you proclaim your tenet. For every point of
  conviction, you may in�uence 1 additional person.
  Casting Spells
  Paladin Spellcasting
  —
  —
  Spellcasting Ability
  Spellcasting Ability
  Spellcasting Focus
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
  4
  5
  6
  Aura of Courage
  Aura of Protection
  Aura of Radiance
  Aura of Wrath
  10
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 19: THE PALADIN
  64
  
  Class Feature (Paladin)
  1st-level
  01-07
  Bless
  08-14
  Ceremony
  15-21
  Command
  22-28
  Compelled Duel
  29-35
  Cure Wounds
  36-42
  Detect Evil and Good
  43-49
  Detect Magic
  50-56
  Detect Poison and Disease
  57-63
  Divine Favor
  64-70
  Heroism
  71-77
  Protection from Evil and Good
  78-84
  Purify Food and Drink
  85-91
  Shield of Faith
  2nd-level
  01-10
  Aid
  11-20
  Find Steed
  21-30
  Gentle Repose
  31-40
  Lesser Restoration
  41-50
  Locate Object
  51-60
  Magic Weapon
  61-70
  Prayer of Healing
  71-80
  Protection from Poison
  81-90
  Warding Bond
  91-00
  Zone of Truth
  3rd-level
  01-09
  Aura of Vitality
  10-18
  Create Food and Water
  19-27
  Crusader's Mantle
  28-36
  Daylight
  37-45
  Dispel Magic
  46-54
  Elemental Weapon
  55-63
  Life Transference
  64-72
  Magic Circle
  73-81
  Remove Curse
  82-90
  Revivify
  91-99
  Spirit Guardians
  Spell List
  XGtE
  —
  —
  —
  —
  —
  —
  XGtE
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 19: THE PALADIN
  65
  
  Sacred Oaths
  W
  ords have real power, and the paladin
  understands this better than anyone. By swearing a
  sacred oath, you are able to channel your conviction into
  strength. But what kind of oath have you made? Do you
  seek to protect the weak and heal the sick? Do you judge
  the guilty and punish the wicked? Or do you destroy your
  enemies without mercy and salt their land?
  Choose a Sacred Oath to describe the change you want
  to create in the world.
  Choose your oath from one of the following options:
  Pious Paladin is a work-in-progress with a limited number of
  oaths. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for sacred oaths you want to see in the future?
  Make a suggestion at patreon.com/giffyglyph.
  Creating an Oath
  To create your own Sacred Oath (or to convert an existing
  oath from other sources), follow these steps:
  1. Add 3 Tenets: Add 3 tenets from your sacred oath.
  Tenets should be relatively open-ended and act as a
  guide for players when roleplaying.
  2. Create a Lay on Hands Ability: At 1st-level, a paladin
  gains a unique ability that activates by touch. This
  ability increases in power at 5th and 9th-level.
  3. Add 1 Smite: At 1st-level, a sacred oath expands the list
  of paladin smite options with a unique smite.
  4. Add Oath Spells: Sacred oaths expand the paladin spell
  list with 6 unique spell options. Add 2 spell options to
  be gained at 3rd, 5th, and 9th-levels.
  5. Add 1 Aura: At 6th-level, sacred oaths expand the list of
  sacred auras with 1 unique aura choice.
  6. Create 3rd and 7th-level Features: Sacred oaths grant
  features at 3rd and 7th-level.
  7. Create a 9th-level Capstone: At 9th-level, sacred oaths
  grant a unique capstone feature that is the pinnacle of
  your oath's theming.
  And that's it, your oath is complete!
  Choose Your Oath
  Devotion: You have sworn to protect those who can't
  protect themselves. You �ght those who would prey on
  the weak, and with conviction you heal the sick.
  •
  Oaths Yet to Come
  Law: You believe that law and order are essential for
  culture to flourish. It is your solemn duty to act as judge,
  jury, and—when necessary—executioner.
  Conquest: You believe that power belongs to those who
  have the strength to sieze it. Might makes right—and
  woe betide those who step out of line.
  Ruin: You believe that the end times are approaching,
  and that you are their harbinger.
  •
  •
  •
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  20
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 20: SACRED OATHS
  66
  
  In swearing an oath of devotion, you hold yourself to the
  highest ideals of justice, virtue, and order.
  Tenets of Devotion
  You have sworn a vow to uphold these sacred tenets:
  Lay on Hands
  You gain the following Lay on Hands ability:
  When you touch a creature, you may cast Cure Wounds as
  a 1st-level spell without �rst needing to prepare the spell
  or spend any conviction points.
  You may use this feature once, and you regain
  expended uses when you �nish a long rest.
  Greater Healing Touch: Starting at 5th-level, you may
  use this feature twice. Each time, you cast Cure Wounds as
  a 2nd-level spell.
  Superior Healing Touch: Starting at 9th-level, you may
  use this feature three times. Each time, you cast Cure
  Wounds as a 3rd-level spell
  Oath Smite
  Add the following smite to your list of smite options.
  When you hit a creature with a melee weapon attack, you
  can spend two conviction points to deal an additional 1d8
  radiant damage. In addition, a creature of your choice that
  is within 30 ft gains a number of temporary hit points
  equal to 2d4 + your Charisma modi�er.
  Greater Protection: (5th-level, +1 conviction) The base
  damage increases to 2d8 and the temporary hit points
  gained increases to 2d6 + your Charisma modi�er.
  Superior Protection: (9th-level, +3 conviction) The base
  damage increases to 3d8 and the temporary hit points
  gained increases to 2d8 + your Charisma modi�er.
  Oath Aura
  Add the following aura to your list of sacred aura options.
  You and friendly creatures within 10 ft of you can't be
  charmed.
  Oath Spells
  You gain the following oath spells.
  Paladin Level
  Spells
  3rd
  Protection from Evil and Good, Sanctuary
  5th
  Lesser Restoration, Zone of Truth
  9th
  Beacon of Hope, Dispel Magic
  Protect the Fallen
  When an ally within 15 feet of you would be reduced to 0
  hit points from a weapon attack, you spend your reaction
  to move up to half your speed adjacent to your ally—that
  ally then drops to 1 hit point instead.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Judge the Wicked
  As an action, you can imbue one weapon that you are
  holding with positive energy. For 1 minute, you add your
  Charisma modi�er to attack rolls made with that weapon
  (with a minimum bonus of +1). The weapon also emits
  bright light in a 20-foot radius and dim light 20 feet
  beyond that. If the weapon is not already magical, it
  becomes magical for the duration.
  This effect lasts for up to one minute. 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.
  You can use this feature a number of times equal to
  your Charisma modi�er, and you regain expended uses
  when you �nish a long rest.
  Constancy
  Choose one of your skill pro�ciencies. Your pro�ciency
  bonus is doubled for any ability check you make that uses
  the chosen pro�ciency.
  Sacred Vow
  When a creature within 60 ft of you makes an explicit
  promise to you, you can spend a reaction to turn that
  promise into a sacred vow. You and the creature must both
  be able to hear and understand each other.
  The creature must make a Wisdom saving throw. If it
  fails, the creature is magically bound to honor the spirit of
  its promise to you. The creature takes 5d10 psychic
  damage each time it acts in a manner which contradicts its
  promise—but no more than once per day. A creature
  reduced to 0 hit points by this effect dies immediately, and
  you regain 1d8 expended conviction points.
  This effect ends when (a) the creature ful�lls its
  promise, (b) the promise is rendered impossible to achieve,
  or (c) you �nish a long rest.
  You can use this feature once and you regain expended
  uses when you �nish a long rest.
  Oath of Devotion
  1
  I will protect those who can't protect themselves:
  Protect the weak and punish those who threaten them.
  I will never be cruel or cowardly: Treat others with
  fairness. Do as much good as possible while causing the
  least amount of harm. Show mercy to your foes, but
  temper it with wisdom.
  I will take responsibility for my words and actions:
  Own the things you say and do. Honor your promises,
  put order before chaos, and obey those who have just
  authority over you.
  •
  •
  •
  1
  Healing Touch
  1
  Protection
  1
  Aura of Clarity
  1
  Oath of Devotion Spells
  3
  3
  7
  9
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 20: SACRED OATHS
  67
  
  Variant Dials
  I
  f you want to adjust the pious paladin class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, then apply these
  modi�ers when taking the Pious Paladin as a multiclass
  option:
  If you don't want tenets to have a mechanical in�uence
  over your player's roleplaying choices, you may remove
  transgressions and sacred favor.
  If you want to make retraining a little more signi�cant or
  costly for the �ghter, try using these options.
  To change your �ghting styles or smites, you must be in a
  safe sanctuary—such as a village, town, or city—where you
  are able to concentrate on your training.
  To change your �ghting styles or smites, you must have
  access to appropriate facilities—training grounds, practice
  weapons, sparring partners and mentors, etc.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. To put a focus on taking short rests for
  the paladin, however, use this alternative class table.
  Paladin (Short Rest Recovery)
  Level
  Conviction
  Points
  1st
  2
  2nd
  2
  3rd
  2
  4th
  4
  5th
  4
  Level
  Conviction
  Points
  6th
  5
  7th
  6
  8th
  7
  9th
  9
  10th
  10
  You recover all expended conviction points when you
  �nish a short or long rest.
  Multiclassing
  Minimum Requirement: Strength 13 and Charisma 13.
  Pro�ciencies: Light armor, medium armor, shields,
  simple weapons, martial weapons.
  Conviction: You can't smite until you are 3rd-level.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  No Sacred Favor
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
  Short Rest Recovery
  Class Features
  21
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 21: VARIANT DIALS
  68
  
  PART 8
  PART 8
  PART 8
  PART 8
  PART 8
  The Ranger
  The Ranger
  The Ranger
  The Ranger
  The Ranger
  Be a roving ranger.
  22 The Ranger
  The Ranger
  The Ranger
  The Ranger
  The Ranger
  p70
  p70
  p70
  p70
  p70
  Choose your own Ranger Archetype.
  23 Ranger Archetypes
  Ranger Archetypes
  Ranger Archetypes
  Ranger Archetypes
  Ranger Archetypes
  p75
  p75
  p75
  p75
  p75
  Customise your class with variant options.
  24 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p78
  p78
  p78
  p78
  p78
  
  The Ranger
  Ranger
  Level
  Proficiency
  Bonus
  Survival
  Instincts
  Scrap
  Points
  Features
  1st
  +2
  2
  3
  Survival Instincts, Hunter's Focus, Scrap, Traps, Ranger Archetype
  2nd
  +2
  2
  4
  Fighting Style
  3rd
  +2
  3
  5
  Ranger's Prey, Ranger Archetype Features
  4th
  +2
  3
  6
  Ability Score Improvement
  5th
  +3
  4
  7
  Extra Attack
  6th
  +3
  4
  8
  Ranger Archetype Features
  7th
  +3
  5
  9
  Defensive Tactics
  8th
  +3
  5
  10
  Greater Ability Score Improvement
  9th
  +4
  6
  11
  Ranger Archetype Features
  10th
  +4
  6
  12
  Ranger's Strike
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 5d4 x 10 gold pieces (or 120 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  Hit Dice: 1d10 per ranger level.
  Hit Points (1st Level): 10 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d10 (or 6) + your
  Constitution modi�er per ranger level after 1st.
  •
  •
  •
  Armor: Light armor, medium armor, shields.
  Weapons: Simple weapons, martial weapons.
  Tools: None.
  Saving Throws: Strength, Dexterity.
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) scale mail or (b) leather armor.
  (a) two shortswords or (b) two simple melee weapons.
  (a) a dungeoneer's pack or (b) an explorer's pack.
  A longbow and a quiver of 20 arrows.
  •
  •
  •
  •
  B. Custom Equipment
  22
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 22: THE RANGER
  70
  
  As a ranger, you gain the following class features.
  Survival Instincts
  You gain two survival instincts (see p73) of your choice.
  When you gain certain ranger levels, you gain additional
  survival instincts of your choice—as shown in the Survival
  Instincts column of the Class Features (Ranger) table.
  Replacing Instincts: When you gain a level in this class,
  you can choose one of the instincts you have and replace it
  with another instinct that you could learn at that level.
  Hunter's Focus
  You can spend a bonus action to enter a hunter's focus
  that lasts for up to 10 minutes. While you are focused, you
  gain the following bene�ts:
  Your focus ends early if you are reduced to 0 hit points
  or otherwise rendered unconscious.
  You can use this feature a number of times equal to
  your Wisdom modi�er, and you regain expended uses
  when you �nish a long rest.
  Greater Hunter's Focus: Starting at 5th-level, the
  additional damage you deal increases from 1d4 to 1d6.
  Superior Hunter's Focus: Starting at 9th-level, the
  additional damage you deal increases from 1d6 to 1d8.
  Scrap
  You have an amount of salvaged scrap, as shown in the
  Scrap Points column of the Class Features (Ranger) table.
  You can spend scrap to create traps—and you may learn
  other ways to use scrap from your Survival Instincts and
  your Ranger Archetype.
  You recover all expended scrap points when you �nish a
  long rest.
  Traps
  You are able to construct ranger traps (see p74) that can
  bait, capture, and control your prey.
  Preparing your Traps: When you �nish a short or long
  rest, you can spend any amount of your remaining scrap to
  prepare a number of traps of your choice.
  At any one time, you can have a maximum number of
  prepared traps equal to your Wisdom modi�er. Prepared
  traps that have not been activated by the time you �nish a
  long rest expire automatically.
  Activating a Trap: Once per turn, you may activate one
  of your prepared traps if it's condition has been met. When
  you activate a trap, it is expended. Some traps may require
  your target to make a saving throw—the DC is calculated
  as follows:
  Trap save DC: 8 + your proficiency bonus + your Wisdom
  modifier
  If you activate one of your ranger traps and it doesn't work
  —or you want to change one of your prepared traps—you
  can spend 1 minute to salvage it. You recover up to half of
  the scrap that was used to prepare the trap (rounded up).
  Ranger Archetype
  Choose a Ranger Archetype. You gain features from your
  Ranger Archetype at 1st, 3rd, 6th, and 9th-level.
  You gain access to one unique trap from your Ranger
  Archetype. Add this to your list of trap options.
  Class Features
  1
  1
  Quarry: As a free action, you can mark one creature
  that you can see as your quarry. Once per turn, when
  you hit your quarry with a weapon attack, you may deal
  an extra 1d4 damage.
  If your quarry is reduced to 0 hit points, you can
  spend a bonus action to mark a different creature as
  your quarry.
  Tracker: You have advantage on any Wisdom
  (Perception) and Wisdom (Survival) checks you make to
  track, spot, or locate any creatures.
  Alert: You can't be surprised.
  •
  •
  •
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  1
  Traps
  Salvaging Traps
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Specialist Traps
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 22: THE RANGER
  71
  
  Fighting Style
  Choose one of the following Fighting Styles. You can't take
  a Fighting Style option more than once, even if you later
  get to choose again.
  Changing Your Fighting Style: When you �nish a long
  rest, you can choose one of the �ghting styles you know
  and replace it with a different �ghting style.
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  While you are wearing armor, you gain a +1 bonus to AC.
  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 engage in two-weapon �ghting, you can add
  your ability modi�er.
  Ranger's Prey
  Choose one of the following options.
  Once per turn, when you hit a creature with a weapon
  attack, the creature takes an extra 1d8 damage if it's below
  its hit point maximum.
  When a Large or larger creature within 5 feet of you hits
  or misses you with an attack, you can use your reaction to
  attack that creature immediately after its attack, provided
  that you can see the creature.
  Once during your turn, when you make a weapon attack,
  you can make another attack with the same weapon
  against a different creature that is within 5 feet of the
  original target and within range of your weapon.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Extra Attack
  You can attack twice, instead of once, whenever you take
  the Attack action on your turn.
  Defensive Tactics
  Choose one of the following options.
  Opportunity attacks against you are made with
  disadvantage.
  When a creature hits you with an attack, you gain a +4
  bonus to AC against all subsequent attacks made by that
  creature for the rest of the turn.
  You have advantage on saving throws against being
  frightened.
  Ranger's Strike
  Choose one of the following options. You may use your
  chosen strike a number of times equal to your wisdom
  modi�er, and you regain expended uses when you �nish a
  long rest.
  You can use your action to make a ranged attack against
  any number of creatures within 10 feet of a point you can
  see within your weapon's range. You must have
  ammunition for each target, and you make a separate
  attack roll for each target.
  You can use your action to make a melee attack against
  any number of creatures within 5 feet of you, with a
  separate attack roll for each target.
  2
  Archery
  Defense
  Dueling
  Two-Weapon Fighting
  3
  Colossus Slayer
  Giant Killer
  Horde Breaker
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  4
  5
  7
  Escape the Horde
  Multiattack Defense
  Steel Will
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
  Volley
  Whirlwind Attack
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 22: THE RANGER
  72
  
  As a ranger, you able to hone the following survival
  instincts. You can't choose the same instinct multiple
  times unless that instinct speci�es otherwise.
  You gain the trust of a tiny animal friend. You both share a
  basic, wordless understanding of each other—though the
  animal is still subject to its natural instincts. Your animal
  must be a tiny CR 0 beast, and—when relevant—it shares
  your pool of actions.
  If your animal friend is reduced to 0 hit points, you can
  spend one hit die or suffer a level of exhaustion to reduce
  it to 1 hit point instead. If your animal friend leaves or dies,
  you can spend time during a long rest to bond with
  another creature from the surrounding environment.
  Many Friends: You may take this instinct multiple
  times, gaining an additional animal friend each time.
  You know how to craft well-made candles and torches
  using natural materials. When you attempt to craft basic
  lighting equipment, you roll with advantage. In addition,
  your crafted lights burn for twice as long as normal.
  Scrap Lights: You can spend 1 action and 1 scrap to
  make an improvised torch that lasts for up to 1 hour.
  You like to have at least one trap prepared. When you
  �nish a long rest, you may prepare one trap worth up to 2
  scrap without needing to spend your own scrap.
  Greater Preparation: Starting at 5th-level, your trap
  can be worth up to 3 scrap.
  Superior Preparation: Starting at 9th-level, your trap
  can be worth up to 4 scrap.
  You know how to study tracks left behind by a creature.
  When you study a set of tracks, you roll with advantage
  and—if successful—gain an answer to one of the following
  questions (your choice):
  If you critically succeed on your tracking, you gain
  answers to two questions of your choice instead of one.
  Choose one common or three uncommon favored
  enemies. When you mark a favored enemy as your quarry,
  your quarry damage increases from 1d4 to 1d6.
  Greater Favored Enemy: Starting at 5th-level, the
  additional damage you deal increases from 1d6 to 1d8.
  Superior Favored Enemy: Starting at 9th-level, the
  additional damage you deal increases from 1d8 to 1d10.
  Many Enemies: You may take this instinct multiple
  times, selecting new enemies each time.
  Rarity
  Types
  Common
  Beasts, Fey, Humanoids (choose two races),
  Monstrosities, Undead
  Uncommon
  Aberrations, Celestials, Constructs, Dragons,
  Elementals, Fiends, Giants, Oozes, Plants
  You can use your Hunter's Focus feature one additional
  time, regaining expended uses when you �nish a long rest.
  Extreme Focus: You may take this instinct multiple
  times, gaining an additional +1 use each time.
  You know how camp comfortably in the wild. When trying
  to locate a good site for camp, or when setting up camp
  equipment—tents, camp�res, etc—you roll with advantage.
  Scrap Fire: You can spend 1 action and 1 scrap to light a
  basic camp�re that lasts for up to 1 hours.
  Scrap Tent: You can spend 10 minutes and 6 scrap to
  make an improvised tent that lasts for up to 8 hours.
  While you are asleep, you remain half-aware of what's
  happening around you. You can sense movement and may
  make Wisdom (Perception) checks while you sleep—
  though you have disadvantage.
  When travelling outside, you may navigate as if you had a
  map and compass. In addition, dif�cult terrain doesn't
  slow you or your group's travel during long journeys.
  Scrap Compass: You can spend 1 action and 1 scrap to
  make an improvised compass that lasts for up to 1 hour.
  Choose one skill: Animal Handling, Athletics, History,
  Insight, Investigation, Medicine, Nature, Perception,
  Stealth, or Survival.
  You gain pro�ciency in this skill if you don’t already
  have it, and you can add double your pro�ciency bonus to
  ability checks using it.
  Once per long rest, you may scavenge a location for
  suitable scrap material. You regain 1d4 expended scrap
  from your location.
  Greater Scavenger: Starting at 5th-level, the amount of
  scrap you recover increases from 1d4 to 1d6.
  Superior Scavenger: Starting at 9th-level, the amount
  of scrap you recover increases from 1d6 to 1d8.
  When you forage, you �nd twice as much food or water as
  you normally would.
  Your base walking speed increases by 5 ft. In addition, you
  gain a climbing and swimming speed equal to your base
  walking speed.
  Survival Instincts
  A Forest Friend
  A Light in the Dark
  Always Prepared
  Expert Tracker
  How many creatures made these tracks?
  What type of creature made these tracks?
  How old are these tracks?
  Where are these tracks heading?
  •
  •
  •
  •
  Favored Enemy
  Favored Enemy
  Focused Hunter
  I Can Sleep Anywhere
  Light Sleeper
  Natural Sense of Direction
  Ranger's Expertise
  Scavenger
  Shortcut to Mushrooms
  Walk a Mile in my Shoes
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 22: THE RANGER
  73
  
  As a ranger, you know how to prepare the following traps
  using your scrap.
  Bait Trap
  Spend 1 scrap to prepare a bait trap. When a creature
  moves adjacent to you or your allies, you can activate a
  bait trap. The creature must make a Wisdom saving throw.
  On a failed save, the creature is distracted by your bait and
  another creature of your choice (that is adjacent to the
  baited creature) can spend their reaction to move up to 10
  ft without provoking an attack of opportunity from it.
  Marking Trap
  Spend 1 scrap to prepare a marking trap. When a creature
  moves within 15 ft of your or your allies, you can activate a
  marking trap. The creature must make a Wisdom saving
  throw. On a failed save, the creature is marked with
  brightly-colored dye for up to 1 minute. While marked, the
  creature can't bene�t from the invisible condition.
  Pit Trap
  Spend 1 scrap to prepare a pit trap. When a creature that
  you can see ends its turn without moving, you can activate
  a pit trap. The creature must make a Wisdom saving throw.
  On a failed save, the creature falls into a 5 ft by 5 ft pit that
  is 10 ft deep.
  The creature must be on the ground, and the ground
  must be suf�ciently deep and soft/fragile for your pit
  without causing a bottomless hole.
  Rockslide Trap
  Spend 1 scrap to prepare a rockslide trap. When a creature
  that you can see moves adjacent to a wall of equal or
  greater height, you can activate a rockslide trap. The
  creature must make a Wisdom saving throw. On a failed
  save, the creature is knocked prone.
  Snare Trap
  Spend 1 scrap to prepare a snare trap. When a creature
  that you can see moves within 15 ft of you or one of your
  allies, you can activate a snare trap. The creature must
  make a Wisdom saving throw. On a failed save, the
  creature is grappled until the end of its next turn.
  A grappled creature can attempt to break free early
  using force—it may spend an action to make an Athletics
  check against your Trap DC.
  Stench Trap
  Spend 1 scrap to prepare a stench trap. When a creature
  that you can see makes a weapon attack against you or
  your allies, you can activate a stench trap. The creature
  must make a Wisdom saving throw. On a failed save, the
  creature is marked with a disgusting scent until the end of
  its turn and must make its attack with disadvantage.
  Ranger Traps
  Extra-Strong: (+1 scrap) Up to two creatures of your
  choice can move away from your baited prey.
  Distracting: (+1 scrap) The maximum distance increases
  from 10 ft to 15 ft.
  Interrupt: (+1 scrap) Instead of moving, your chosen
  creature can spend their reaction to make a melee
  attack against the baited creature.
  •
  •
  •
  Easy Target: (+1 scrap) While marked, the creature can't
  bene�t from half or three-quarters cover.
  Trail: (+1 scrap) The dye leaves a clear trail. While
  marked, you know exactly where the creature has
  moved.
  Blinding: (+2 scrap) On a failed save, the creature is
  blinded until the end of its next turn.
  •
  •
  •
   
  EXAMPLE PLACEHOLDER
  Slippery: (+1 scrap) Attempts to climb out of this trap
  are made with disadvantage.
  Spiked: (+1 scrap) On a failed save, spikes at the bottom
  of the pit deal 2d4 piercing damage.
  Scaled: (+1 scrap) You can increase the diameter of your
  pit by 5 ft, or the depth by 5 ft.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  Bludgeoning: (+1 scrap) On a failed save, the creature
  takes 2d4 bludgeoning damage.
  Dusty: (+1 scrap) On a failed save, the creature is blinded
  until the end of its next turn.
  Stunning: (+3 scrap) On a failed save, the creature is
  stunned until the end of its next turn.
  •
  •
  •
  Durable: (+1 scrap) Attempts to break free of this trap
  are made with disadvantage.
  Piercing: (+1 scrap) On a failed save, the creature takes
  2d4 piercing damage.
  Tenacious: (+1 scrap) On a failed save, the creature is
  grappled for one additional turn.
  •
  •
  •
  Sneezing: (+1 scrap) On a failed save, after the attack is
  resolved, the creature drops one item of your choice.
  Spores: (+2 scrap) On a failed save, the creature is
  poisoned until the start of its next turn.
  Toxic: (+1 scrap) On a failed save, the creature takes 2d4
  poison damage.
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 22: THE RANGER
  74
  
  Ranger Archetypes
  R
  angers are skill trackers, hunters, and
  trappers. But no two rangers hunt the same—your
  personal tastes de�ne your hunting style. Are you a lone
  wolf or a pack leader? Do you favor weapons, spells, or
  traps? Where do you hunt, and what's your prey?
  Choose a Ranger Archetype to help perfect your own,
  unique hunting style.
  Choose your archetype from one of the following options:
  Roving Ranger is a work-in-progress with a limited number of
  archetypes. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for ranger archetypes you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating an Archetype
  To create your own Ranger Archetype (or to convert an
  existing archetype from other sources), follow these steps:
  1. Add 1 Trap: At 1st-level, ranger archetypes expand the
  ranger trap list with 1 unique trap. Create interesting
  ways to bait, capture, and control prey in ways that are
  thematic to your archetype—be �avorsome.
  2. Create 1st, 3rd, and 6th-level Features: Ranger
  archetypes grant features at 1st, 3rd, and 6th-level.
  3. Create a 9th-level Capstone: At 9th-level, ranger
  archetypes grant a unique capstone feature that is the
  pinnacle of your archetype's theming.
  And that's it, your archetype is complete!
  Choose Your Archetype
  Fey Walker: You have a primal connection with the
  natural world, granting you magical power and an
  innate awareness of your surroundings.
  •
  Archetypes Yet to Come
  Beastmaster: You have formed a deep, lasting bond with
  an animal companion. Together, you hunt as one soul.
  Bounty Hunter: Forget the wild forests—you are most at
  home in the big cities. With criminal bounties aplenty,
  you track the wildest prey of all—people.
  Monster Hunter: Monstrosities roam the land, spreading
  terror with their wild appetites and strange powers. You
  hunt the hunters.
  Planeswalker: You hunt prey across the planes of reality
  itself, slipping between realms with strange portals.
  •
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  23
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  CHAPTER 23: RANGER ARCHETYPES
  75
  
  You can speak the primal language of nature. Perhaps you
  have always been drawn to the natural world, or you
  received some guidance from a druidic mentor? Perhaps
  the blood of the fey �ows in your veins?
  Whatever your background, you have an innate and
  magical connection with the primal powers of nature.
  Spellcasting
  You gain the ability to cast spells by harnessing the primal
  essence of nature.
  Level
  Spells
  Known
  Spell Slots
  1st
  2nd
  3rd
  1st
  2
  2
  2nd
  2
  2
  3rd
  3
  3
  4th
  3
  3
  5th
  4
  4
  2
  6th
  4
  4
  2
  7th
  5
  4
  3
  8th
  5
  4
  3
  9th
  6
  4
  3
  2
  10th
  6
  4
  3
  2
  The Spellcasting (Primal) table shows how many spell slots
  you have to cast your spells of 1st level and higher. To cast
  one of your spells, you must spend a slot of the spell's level
  or higher. You regain all expended spell slots when you
  �nish a long rest.
  At 1st-level, you know two 1st-level spells of your choice
  from the ranger spell list. The Spells Known column of the
  Spellcasting (Primal) table shows when you learn more
  ranger spells of your choice. Each of these spells must be
  of a level for which you have spell slots.
  Replacing Known Spells: When you gain a ranger level,
  you may choose one of the ranger spells you know and
  replace it with another spell from the ranger spell list. This
  new spell must be of a level for which you have spell slots.
  Wisdom is your spellcasting ability for your ranger spells.
  Use your Wisdom modi�er to determine the saving throw
  DC or attack modi�er for a ranger spell you cast.
  Spell Save DC: 8 + your proficiency bonus + your
  Wisdom modifier
  Spell Attack Modifier: your proficiency bonus + your
  Wisdom modifier
  You use a druidic focus as a spellcasting focus for your
  ranger spells.
  When you �nish a long rest, you can replace one of your
  known ranger spells with another spell from the ranger
  spell list.
  Primal Trap
  Spend 1 scrap to prepare a primal trap. When a creature
  that you can see moves within 30 ft of you, you can
  activate a primal trap. The creature must make a Wisdom
  saving throw. On a failed save, magical plant roots erupt
  from the ground in a 15 ft radius circle centered on the
  creature. The ground is considered as dif�cult terrain. This
  effect lasts for up to 10 minutes.
  Primal Awareness
  You are able to focus your natural awareness. You can cast
  each of the spells listed below once without expending a
  spell slot, even if they are not on your known spell list.
  Once you cast a spell in this way, you can’t do so again
  until you �nish a long rest.
  Minimum Level
  Spell
  3rd
  Detect Magic, Speak with Animals
  5th
  Beast Sense, Locate Animals or Plants
  9th
  Speak with Plants
  Fey Stride
  Moving through nonmagical dif�cult terrain—including
  that caused by your primal trap—costs you no extra
  movement. You can also pass through nonmagical plants
  without being slowed by them and without taking damage
  from them if they have thorns, spines, or a similar hazard.
  In addition, you have advantage on saving throws
  against plants that are magically created or manipulated to
  impede movement—such those created by the Entangle
  spell.
  Vanish
  You can spend a bonus action to magically become
  invisible—along with any equipment you are wearing or
  carrying—until the start of your next turn.
  You can use this feature a number of times equal to
  your Wisdom modi�er, and you regain expended uses
  when you �nish a long rest.
  Fey Walker
  1
  Spellcasting
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Spell Slots
  Spells Known of 1st Level and Higher
  Spellcasting Ability
  Spellcasting Ability
  Spellcasting Focus
  Primal Versatility
  1
  Stumble: (+1 scrap) On a failed save, the creature is
  knocked prone.
  Distracting: (+2 scrap) Concentration saving throws
  made within the primal area have disadvantage.
  Thorns: (+1 scrap) On a failed save, the creature takes
  2d4 piercing damage.
  •
  •
  •
  3
  Primal Awareness
  6
  9
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 23: RANGER ARCHETYPES
  76
  
  Class Feature (Ranger, Primal)
  1st-level
  01-05
  Absorb Elements
  06-10
  Alarm
  11-15
  Animal Friendship
  16-20
  Beast Bond
  21-25
  Cure Wounds
  26-30
  Detect Magic
  31-35
  Detect Poison and Disease
  36-40
  Ensnaring Strike
  41-45
  Entangle
  46-50
  Fog Cloud
  51-55
  Goodberry
  56-60
  Hail of Thorns
  61-65
  Jump
  66-70
  Longstrider
  71-75
  Snare
  76-80
  Speak with Animals
  81-85
  Zephyr Strike
  2nd-level
  01-05
  Aid
  06-10
  Animal Messenger
  11-15
  Barkskin
  16-20
  Beast Sense
  21-25
  Cordon of Arrows
  26-30
  Darkvision
  31-35
  Enhance Ability
  36-40
  Find Traps
  41-45
  Gust of Wind
  46-50
  Healing Spirit
  51-55
  Lesser Restoration
  56-60
  Locate Animals or Plants
  61-65
  Locate Object
  66-70
  Magic Weapon
  71-75
  Pass without Trace
  76-80
  Protection from Poison
  81-85
  Silence
  86-90
  Spike Growth
  91-95
  Warding Bond
  3rd-level
  01-06
  Conjure Animals
  07-12
  Conjure Barrage
  13-18
  Daylight
  19-24
  Flame Arrows
  25-30
  Lightning Arrow
  31-36
  Meld into Stone
  37-42
  Nondetection
  43-48
  Plant Growth
  49-54
  Protection from Energy
  55-60
  Revivify
  61-66
  Speak with Plants
  67-72
  Tongues
  73-78
  Water Breathing
  79-84
  Water Walk
  85-90
  Wind Wall
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  XGtE
  XGtE
  —
  —
  —
  —
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 23: RANGER ARCHETYPES
  77
  
  Variant Dials
  I
  f you want to adjust the roving ranger class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, apply these
  modi�ers to use Roving Ranger as a multiclass option:
  If you want to make retraining a little more signi�cant or
  costly for the ranger, try using these options.
  To change any spells gained through your subclass, you
  must be in a safe sanctuary—such as a village, town, or city
  —where you are able to concentrate on your training.
  To change any spells gained through your subclass, you
  must have access to appropriate facilities or mentors.
  This supplement emphasizes the use of long rests as a
  primary recovery mechanic. But if your campaign is more
  dependent on short rests, try this alternative class table:
  Ranger (Short Rest Recovery)
  Level
  Scrap Points
  1st
  1
  2nd
  2
  3rd
  2
  4th
  2
  5th
  2
  Level
  Scrap Points
  6th
  2
  7th
  2
  8th
  3
  9th
  3
  10th
  3
  You recover all expended scrap points when you �nish a
  short or long rest.
  Multiclassing
  Minimum Requirement: Dexterity 13 and Wisdom 13.
  Pro�ciencies: Light armor, medium armor, shields,
  simple weapons, martial weapons, one skill from the
  class's skill list.
  Ranger Archetype: Choose your ranger archetype at
  3rd-level, not 1st.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
  Short Rest Recovery
  Class Features
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  24
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 24: VARIANT DIALS
  78
  
  PART 9
  PART 9
  PART 9
  PART 9
  PART 9
  The Rogue
  The Rogue
  The Rogue
  The Rogue
  The Rogue
  Be a rakish rogue.
  25 The Rogue
  The Rogue
  The Rogue
  The Rogue
  The Rogue
  p80
  p80
  p80
  p80
  p80
  Choose your own Roguish Archetype.
  26 Roguish Archetypes
  Roguish Archetypes
  Roguish Archetypes
  Roguish Archetypes
  Roguish Archetypes
  p83
  p83
  p83
  p83
  p83
  Customise your class with variant options.
  27 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p85
  p85
  p85
  p85
  p85
  
  The Rogue
  Rogue
  Level
  Proficiency
  Bonus
  Sneak
  Attack
  Focus
  Points
  Exploits
  Mastered
  Features
  1st
  +2
  1d6
  3
  2
  Expertise, Sneak Attack, Thieves' Cant, Focus, Exploits, Roguish Archetype
  2nd
  +2
  1d6
  4
  2
  Cunning Action
  3rd
  +2
  2d6
  5
  3
  Roguish Archetype Features
  4th
  +2
  2d6
  6
  3
  Ability Score Improvement
  5th
  +3
  3d6
  7
  3
  Uncanny Dodge
  6th
  +3
  3d6
  8
  4
  Greater Expertise, Greater Ability Score Improvement
  7th
  +3
  4d6
  9
  4
  Evasion, Roguish Archetype Features
  8th
  +3
  4d6
  10
  4
  Superior Ability Score Improvement
  9th
  +4
  5d6
  11
  4
  Roguish Archetype Features
  10th
  +4
  5d6
  12
  5
  Roguish Fortune
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 4d4 x 10 gold pieces (or 100 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  Hit Dice: 1d8 per rogue level.
  Hit Points (1st Level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per rogue level after 1st.
  •
  •
  •
  Armor: Light armor.
  Weapons: Simple weapons, hand crossbows,
  longswords, rapiers, shortswords.
  Tools: Thieves' Tools.
  Saving Throws: Dexterity, Intelligence.
  Skills: Choose four skills from Acrobatics, Athletics,
  Deception, Insight, Intimidation, Investigation,
  Perception, Performance. Persuasion, Sleight of Hand,
  and Stealth.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a Rapier or (b) a Shortsword.
  (a) a Shortbow and Quiver of 20 Arrows or (b) a
  Shortsword.
  (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an
  Explorer's Pack.
  Leather Armor, two daggers, and Thieves' Tools.
  •
  •
  •
  •
  B. Custom Equipment
  25
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 25: THE ROGUE
  80
  
  As a rogue, you gain the following class features.
  Expertise
  Choose either (a) two of your skill pro�ciencies or (b) one
  of your skill pro�ciencies and your pro�ciency with
  thieves' tools.
  Your pro�ciency bonus is doubled for any ability check
  you make that uses either of the chosen pro�ciencies.
  Greater Expertise: At 6th level, you can choose two
  more of your pro�ciencies (in skills or with thieves' tools)
  to gain this bene�t.
  Sneak Attack
  Once per turn, when you hit a creature with a �nesse or
  ranged weapon attack, you can deal an extra 1d6 damage
  to that creature. One of the following must also apply:
  a. You have advantage on your attack roll.
  b. Your target is within 5 ft of a creature hostile to it (not
  including yourself) that is not incapacitated. In addition,
  you don't have disadvantage on your attack roll.
  The amount of the extra damage you deal increases as
  you gain rogue levels, as shown in the Sneak Attack column
  of the Class Features (Rogue) table.
  Thieves' Cant
  You can speak in thieves' cant—a secret mix of dialect,
  jargon, and code that allows you to hide messages in
  seemingly normal conversation. Only another creature
  that knows thieves' cant is able to understand such
  messages. It takes four times longer to convey such a
  message than it does to speak the same idea plainly.
  In addition, you understand a set of secret signs and
  symbols used to convey short, simple messages.
  You can teach your allies a few basic phrases and symbols
  of thieves' cant to enable them to understand your own
  coded dialect and secret messages.
  Whenever you �nish a long rest, you may choose a
  number of creatures equal to your Intelligence modi�er
  (minimum of 1). If you were able to teach these creatures
  some basic phrases during your rest, they gain the Trusted
  Crew status and can understand you whenever you speak,
  write, or sign in thieves' cant.
  Your trusted crew can't speak or understand thieves'
  cant as a general practice—only the unique dialect spoken
  by you and the rest of your crew.
  Change Dialect: When you �nish a long rest, you can
  change your speci�c dialect of thieves' cant. Any creature
  that had your Trusted Crew status now loses it.
  Greater Trusted Crew: Starting at 5th-level, creatures
  that bene�t from your Trusted Crew status can now speak
  and sign in thieves' cant with you or any other creature
  that has your Trusted Crew status.
  You can spend a bonus action to pass a secret message in
  thieves' cant to a creature that can see or hear you clearly.
  Your message can be conveyed vocally or with sign
  language, and can be up to two words long.
  Focus
  You have a number of focus points, as shown in the Focus
  Points column of the Class Features (Rogue) table. You can
  spend focus to outwit your foes with cunning exploits—
  and you may learn other applications from your Roguish
  Archetype.
  You recover all expended focus points when you �nish a
  long rest.
  Exploits
  You master two exploits of your choice from your list of
  exploit options. Once per turn, you may spend a focus
  point to use one of your mastered exploits.
  Mastering New Exploits: You master additional exploits
  as you gain more rogue levels, as show in the Exploits
  Known column of the Class Features (Rogue) table.
  Replacing a Mastered Exploit: When you �nish a long
  rest, you may replace one of your mastered exploits with a
  different one.
  Saving Throws: Some of your exploits require your
  target to make a saving throw. The saving throw DC is
  calculated as follows:
  Save DC: 8 + your proficiency bonus + your Dexterity or
  Intelligence modifier (your choice)
  When a Larger or smaller creature makes a weapon attack
  against you, you can spend your reaction to attempt to
  blind the creature before it makes the attack roll. The
  creature must make a Constitution saving throw. On a
  failed save, the creature is Blinded until the start of your
  next turn.
  Greater Blind: Starting at 5th level, you can use this
  exploit against Huge creatures.
  Superior Blind: Starting at 9th level, you can use this
  exploit against Gargantuan creatures.
  Class Features
  1
  1
  1
  Trusted Crew
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Secret Message
  1
  1
  Exploit Save DC
  Blind
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 25: THE ROGUE
  81
  
  When you hit a creature with a weapon attack, you can
  distract it to expose a weak point. Until the start of your
  next turn, the next attack roll made against the creature
  has advantage.
  Greater Distract: Starting at 5th level, the creature
  grants advantage to the next two attack rolls made against
  it before the start of your next turn.
  Superior Distract: Starting at 9th level, the creature
  grants advantage to the next three attack rolls made
  against it before the start of your next turn.
  When you make an ability check and use Acrobatics or
  Stealth, you can roll 1d6 and add it to the result. You can
  wait until after you roll your check before deciding to use
  this exploit, but you must decide before the GM says
  whether your check succeeds or fails.
  Greater Parkour: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Parkour: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  When a creature misses you with a melee weapon attack,
  you can spend your reaction to make one weapon attack
  against that same creature. If your attack hits, you deal 1d6
  extra damage.
  Greater Riposte: Starting at 5th level, the damage
  increases from 1d6 to 1d8.
  Superior Riposte: Starting at 9th level, the damage
  increases from 1d8 to 1d10.
  When you hit a Large or smaller creature with a melee
  weapon attack, you can use a bonus action to attempt to
  make the creature fall over. The creature must make a
  Dexterity saving throw. On a failed save, you knock the
  target prone.
  Greater Slip: Starting at 5th level, you can use this
  exploit against Huge creatures.
  Superior Slip: Starting at 9th level, you can use this
  exploit against Gargantuan creatures.
  When you hit a Large or smaller creature with a ranged
  weapon attack on which you have advantage, you can
  stagger it. The creature's base speed is reduced by half
  until the end of its next turn.
  Greater Stagger: Starting at 5th level, you can use this
  exploit against Huge creatures.
  Superior Stagger: Starting at 9th level, you can use this
  exploit against Gargantuan creatures.
  Roguish Archetype
  Choose a Roguish Archetype. You gain features from your
  Roguish Archetype at 1st, 3rd, 7th, and 9th-level.
  You gain access to four unique exploits from your Roguish
  Archetype. Add these to your list of exploit options.
  Cunning Action
  You can spend a bonus action to take one of the following
  actions: Aim, Dash, Disengage, or Hide.
  If you haven't moved since the start of your turn, you have
  advantage on the next attack roll you make before the end
  of your turn. In addition, your speed is reduced to 0 until
  the end of your turn.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 6th-level, you
  gain another ability score improvement.
  Superior Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Uncanny Dodge
  When an attacker that you can see hits you with an attack,
  you can spend your reaction to halve the attack's damage
  against you.
  Evasion
  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.
  Roguish Fortune
  If your attack misses a target within range, you can turn
  the miss into a hit. Alternatively, if you fail an ability check,
  you can treat the d20 roll as a 20.
  You can use this feature up to three times, and you
  regain expended uses when you �nish a long rest.
  Distract
  Parkour
  Riposte
  Slip
  Stagger
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Roguish Exploits
  2
  Aim
   
   
   
  EXAMPLE PLACEHOLDER
  4
  5
  7
  10
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 25: THE ROGUE
  82
  
  Roguish Archetypes
  R
  ogues share many features—quick reflexes,
  expertise in a wide range of skills, and a deadly
  precision-based approach to combat. But different rogues
  steer those talents in different directions. Do you like to
  steal, stealth, or cheat your marks? Do you �ght from the
  shadows, or dance in the center of battle? Do you favor the
  weight of a loaded crossbow, or the cold metal of a freshly-
  sharpened dagger?
  Choose a Roguish Archetype to re�ect your own focus
  and preferred techniques.
  Choose your archetype from one of the following options:
  Rakish Rogue is a work-in-progress with a limited number of
  archetypes. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for roguish archetypes you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating an Archetype
  To create your own Roguish Archetype (or to convert an
  existing archetype from other sources), follow these steps:
  1. Add 4 Exploits: At 1st-level, roguish archetypes expand
  the rogue exploit list with 4 unique exploits. Create
  interesting ways to act in battle that are thematic to
  your archetype—be �avorsome.
  2. Create 3rd and 7th-level Features: Rogue archetypes
  grant features at 3rd and 7th-level.
  3. Create a 9th-level Capstone: At 9th-level, rogue
  archetypes grant a unique capstone feature that is the
  pinnacle of your archetype's theming.
  And that's it, your archetype is complete!
  Choose Your Archetype
  Thief: You have sticky �ngers and a somewhat �exible
  attitude towards personal property—what belongs to
  other people, belongs to you.
  •
  Archetypes Yet to Come
  Assassin: Life is fleeting, and nobody knows this better
  than you. Death is your trade, and you trade it well.
  Swashbuckler: You wield charm and guile as effectively
  as a sword, fighting with words as well as weapons.
  Dazzle, distract, and defeat your enemies.
  Trickster: Never tell the truth when a lie will suffice. You
  mask your true intent with arcane tricks and illusions.
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  26
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  CHAPTER 26: ROGUISH ARCHETYPES
  83
  
  You hone your skills in the larcenous arts. Burglars,
  bandits, cutpurses, and other criminals typically follow this
  archetype—but so do treasure seekers, explorers, delvers,
  and investigators.
  In addition to improving your agility and stealth, you
  learn skills useful for delving into ancient ruins, reading
  unfamiliar languages, and using magic items you normally
  couldn’t employ.
  Roguish Exploits
  Add the following four exploits to your list of exploit
  options: heist, pickpocket, robbery, and slink.
  When you make an ability check and use Deception or
  Sleight of Hand, you can roll 1d6 and add it to the result.
  You can wait until after you roll your check before
  deciding to use this exploit, but you must decide before
  the GM says whether your check succeeds or fails.
  Greater Heist: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Heist: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  When you hit an adjacent Large or smaller creature with a
  melee weapon attack and you have at least one free hand,
  you can attempt to pickpocket it. The creature must make
  a Wisdom saving throw. If it fails, you take hold of one item
  of your choice that the creature carries and is not
  currently wearing or wielding.
  You must be able to hold your pickpocketed item
  comfortably with one hand. If you had advantage on your
  attack roll, the creature is not immediately aware that they
  have been pickpocketed by you.
  Greater Pickpocket: Starting at 5th level, you can use
  this exploit against Huge creatures.
  Superior Pickpocket: Starting at 9th level, you can use
  this exploit against Gargantuan creatures.
  When you deal your sneak attack damage to a Large or
  smaller creature, you can attempt to make the creature
  drop an item. The creature must make a Wisdom saving
  throw. If it fails, the creature drops one item of your
  choice that it is holding.
  If you are adjacent to the creature, you can catch the
  dropped item if you are unrestrained and have at least one
  free hand.
  Greater Robbery: Starting at 5th level, your bonus
  increases from 1d6 to 1d8.
  Superior Robbery: Starting at 9th level, your bonus
  increases from 1d8 to 1d10.
  When a creature hits you with an attack roll and you are
  not incapacitated, you can spend your reaction and
  attempt to evade the attack. Roll 1d6 and add the result to
  your AC—if the attack roll doesn't beat your slink AC, it
  misses.
  Greater Slink: Starting at 5th level, you may roll 1d8
  when you attempt to slink.
  Superior Slink: Starting at 9th level, you may roll 1d10
  when you attempt to slink.
  Fast Hands
  You can spend a bonus action to make a Dexterity (Sleight
  of Hand) check, use your thieves' tools to disarm a trap or
  open a lock, or take the Use an Object action.
  Second-Story Work
  You gain the ability to climb faster than normal—climbing
  no longer costs you extra movement.
  In addition, whenever you make a running jump, the
  distance you cover increases by a number of feet equal to
  your Dexterity modi�er.
  Supreme Sneak
  You have advantage on a Dexterity (Stealth) check if you
  move no more than half your speed on the same turn.
  Stolen Secrets
  You have acquired enough magical knowledge that you can
  now improvise the use of items—even when they are not
  intended for you. You ignore all class, race, and level
  requirements on the use of magic items.
  Spellcasting: If an item requires you to use your own
  spellcasting ability when you cast a spell from the item,
  your spellcasting ability modi�er is +0.
  Thief
   
   
  EXAMPLE PLACEHOLDER
  1
  Heist
  Pickpocket
  Robbery
  Slink
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
   
   
   
  EXAMPLE PLACEHOLDER
  3
  7
  9
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 26: ROGUISH ARCHETYPES
  84
  
  Variant Dials
  I
  f you want to adjust the rakish rogue class to
  better suit your own campaign and playstyle, then
  consider these variant dials.
  If your campaign supports multiclassing, then apply these
  modi�ers when taking the Rakish Rogue as a multiclass
  option:
  If you want to make retraining a little more signi�cant or
  costly for the rogue, try using these options.
  To change your exploits, you must be in a safe sanctuary—
  such as a village, town, or city—where you are able to
  concentrate on your training.
  To change your exploits, you must have access to
  appropriate facilities—crowded spaces, practice weapons,
  roguish mentors, etc.
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. But if you want to put more of a focus
  on taking short rests for the rogue, use this alternative
  class table.
  Rogue (Short Rest Recovery)
  Level
  Focus Points
  1st
  1
  2nd
  2
  3rd
  2
  4th
  2
  5th
  2
  Level
  Focus Points
  6th
  2
  7th
  2
  8th
  3
  9th
  3
  10th
  3
  You recover all expended focus points when you �nish a
  short or long rest.
  Multiclassing
  Minimum Requirement: Dexterity 13.
  Pro�ciencies: Light armor, one skill from the class skill
  list, and thieves' tools.
  Maneuvers: You can't use any mastered exploits until
  you are 3rd level.
  •
  •
  •
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
  Facilities
  Short Rest Recovery
  Class Features
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  27
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 27: VARIANT DIALS
  85
  
  PART 10
  PART 10
  PART 10
  PART 10
  PART 10
  The Sorcerer
  The Sorcerer
  The Sorcerer
  The Sorcerer
  The Sorcerer
  Be a supreme sorcerer.
  28 The Sorcerer
  The Sorcerer
  The Sorcerer
  The Sorcerer
  The Sorcerer
  p87
  p87
  p87
  p87
  p87
  Choose your own sorcerous origin.
  29 Sorcerous Origins
  Sorcerous Origins
  Sorcerous Origins
  Sorcerous Origins
  Sorcerous Origins
  p93
  p93
  p93
  p93
  p93
  Customise your class with variant options.
  30 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p96
  p96
  p96
  p96
  p96
  
  The Sorcerer
  Sorcerer
  Level
  Proficiency
  Bonus
  Sorcery
  Points
  Cantrips
  Known
  Spells
  Known
  Max. Spell
  Level
  Metamagics
  Known
  Features
  1st
  +2
  4
  4
  2
  1st
  2
  Sorcery, Metamagic, Sorcerous Origin
  2nd
  +2
  8
  4
  3
  1st
  2
  Sorcerous Recovery
  3rd
  +2
  17
  4
  4
  2nd
  3
  Sorcerous Origin Feature
  4th
  +2
  21
  5
  5
  2nd
  3
  Ability Score Improvement
  5th
  +3
  32
  5
  6
  3rd
  3
  6th
  +3
  38
  5
  7
  3rd
  4
  Sorcerous Origin Feature
  7th
  +3
  45
  5
  8
  4th
  4
  8th
  +3
  52
  5
  9
  4th
  4
  Ability Score Improvement
  9th
  +4
  66
  5
  10
  5th
  4
  10th
  +4
  74
  6
  11
  5th
  5
  Metamorphosis
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 3d4 x 10 gold pieces (or 70 gp). You may spend
  some or all of this gold to purchase your own set of
  starting equipment.
  Class Features
  —
  —
  —
  Hit Dice: 1d6 per sorcerer level.
  Hit Points (1st-level): 6 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d6 (or 4) + your
  Constitution modi�er per sorcerer level after 1st.
  •
  •
  •
  Armor: None.
  Weapons: Daggers, darts, slings, quarterstaffs, light
  crossbows.
  Tools: None.
  Saving Throws: Constitution, Charisma.
  Skills: Choose two from Arcana, Deception, Insight,
  Intimidation, Persuasion, and Religion.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a light crossbow and 20 bolts or (b) any simple
  weapon.
  (a) a dungeoneer's pack or (b) an explorer's pack.
  Two daggers.
  •
  •
  •
  B. Custom Equipment
  28
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  CHAPTER 28: THE SORCERER
  87
  
  As a sorcerer, you gain the following class features.
  Sorcery
  You gain the ability to cast sorcerer spells by channeling
  the raw, sorcerous power that burns within you.
  At 1st-level, you know four cantrips of your choice from
  the sorcerer spell list. You learn additional cantrips of your
  choice from the sorcerer spell list at higher levels, as
  shown in the Cantrips Known column of the Class Features
  (Sorcerer) table.
  Replacing Known Cantrips: When you gain a sorcerer
  level, you may choose one of the sorcerer cantrips you
  know and replace it with another cantrip from the
  sorcerer spell list.
  You have a pool of sorcery points as shown in the Sorcery
  Points column of the Class Features (Sorcerer) table. To
  cast a sorcerer spell of 1st-level or higher, you must spend
  a number of sorcery points as shown in the Sorcerous
  Spellcasting table below.
  You recover all expended sorcery points when you
  �nish a long rest.
  Spell
  Level
  Sorcery
  Points
  1st
  2
  2nd
  3
  3rd
  5
  Spell
  Level
  Sorcery
  Points
  4th
  6
  5th
  7
  At 1st level, you know two 1st-level spells of your choice
  from the sorcerer spell list. You learn additional spells of
  your choice from the sorcerer spell list at higher levels, as
  shown in the Spells Known column of the Class Features
  (Sorcerer) table. Any spell that you learn must be of a level
  lower than or equal to your Maximum Spell Level.
  Replacing Known Spells: When you gain a sorcerer
  level, you may choose one of the sorcerer spells you know
  and replace it with another spell from the sorcerer spell
  list. The new spell can be of any level that is lower than or
  equal to your Maximum Spell Level.
  Upcasting Spells: When casting a sorcerer spell at a
  higher spell level, you can't exceed your Maximum Spell
  Level—even if you have enough sorcery points.
  Charisma is your spellcasting ability for your sorcerer
  spells. Use your Charisma to determine the saving throw
  DC or attack modi�er for a sorcerer spell you cast.
  Spell save DC: 8 + your proficiency bonus + your
  Charisma modifier
  Spell attack modifier: your proficiency bonus + your
  Charisma modifier
  You don't need an arcane focus to cast sorcery—you are
  your own spellcasting focus for your sorcerer spells.
  When you �nish a long rest, you may replace one of your
  known sorcerer spells (including cantrips) with another
  spell from the sorcerer spell list. The new spell must be of
  the same spell level as the spell you replace.
  Metamagic
  The rules of magic are your plaything as you twist and
  shape spells into your own sorcerous design.
  You master two metamagics of your choice. When you
  cast a spell, you may declare which metamagics (if any)
  you are applying to it—you can apply only one metamagic
  to a spell that you are casting, unless otherwise noted.
  Mastering New Metamagics: You master additional
  metamagics as you gain more sorcerer levels, as shown in
  the Metamagics Known column of the Class Features
  (Sorcerer) table.
  Replacing a Mastered Metamagic: Each time you gain a
  sorcerer level, you may replace any or all of your mastered
  metamagics with a different choice.
  In addition, you may use your Sorcerous Versatility class
  feature to change one mastered metamagic instead of a
  known spell selection.
  When you cast a spell that forces other creatures to make
  a saving throw, you can protect some of those creatures
  from the spell's full force.
  Spend 1 sorcery point and choose a number of those
  creatures up to your Charisma modi�er (minimum of one
  creature). A chosen creature automatically succeeds on its
  saving throw.
  When you cast a spell that forces a creature to make a
  saving throw to resist its effects, you can spend 3 sorcery
  points to give one target of the spell disadvantage on its
  �rst saving throw made against the spell.
  Class Features
  1
  Cantrips
  Sorcery Points
  Sorcerous Spellcasting
  —
  —
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spells Known of 1st-level and Higher
  Spellcasting Ability
  Spellcasting Ability
  Spellcasting Focus
  Sorcerous Versatility
   
   
  EXAMPLE PLACEHOLDER
  1
  Careful Spell
  Heightened Spell
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  CHAPTER 28: THE SORCERER
  88
  
  When you roll damage for a spell with an elemental effect,
  you can spend 1 sorcery point to invert the type of that
  damage. There are �ve known elemental pairings:
  Compound: You can combine inverted spell with other
  metamagics during the casting of a spell.
  When you cast a spell that has a casting time of 1 action,
  you can spend 2 sorcery points to change the casting time
  to 1 bonus action for this casting.
  When you cast a spell, you can spend 1 sorcery point to
  cast it without any somatic or verbal components.
  When you cast a spell that (a) targets only one creature
  and (b) doesn't have a range of self, you can spend a
  number of sorcery points equal to the spell level to target a
  second creature in range with the same spell (1 sorcery
  point if the spell is a cantrip).
  Single-target Only: A spell can be twinned only if it is
  incapable of targeting more than one creature at the
  spell's casting level.
  For example, Magic Missile and Scorching Ray aren't
  eligible, but Ray of Frost and Chromatic Orb are.
  Sorcerous Origin
  Choose a Sorcerous Origin. You gain features from your
  Sorcerous Origin at 1st, 3rd, 6th, and 10th-level.
  Your Sorcerous Origin grants you a unique list of spells—
  its origin spells. At 1st, 3rd, 5th, 7th, and 9th-level, you may
  choose one spell from that respective tier and add it to
  your list of known sorcerer spells as an extra spell.
  If you have an origin spell that doesn't normally appear
  on the sorcerer spell list, that spell is nonetheless a
  sorcerer spell for you.
  Permanent Choice: Once you choose an origin spell,
  that selection is permanent—you can't change it later
  using your Sorcerous Versatility.
  You gain access to four unique metamagics from your
  Sorcerous Origin. Add these to your list of metamagic
  options.
  Sorcerous Recovery
  Your sorcerous body feeds on magic, turning the raw
  energies of the world into powerful sorcery.
  When you take damage from a spell cast by another
  creature or object, you can spend your reaction to regain a
  number of expended sorcery points equal to the level of
  the spell that hurt you.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Greater Sorcerous Recover: Starting at 5th-level, you
  can use this feature twice.
  Superior Sorcerous Recover: Starting at 9th-level, you
  can use this feature three times.
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Metamorphosis
  You infuse your physical form with sorcery, transforming
  yourself—temporarily—into a sorcerous avatar of magic.
  You gain two metamorphosis forms as determined by
  your sorcerous origin. You may spend an action to cast
  Metamorphosis and transform into one of these forms—
  you may choose which form each time you cast the spell.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Innate Power: As a sorcerer, you can cast
  Metamorphosis without spending any sorcery points.
  Interrupts: As a spell, Metamorphosis can be
  interrupted by normal means (such as Counterspell). In
  these cases, Metamorphosis counts as a 6th-level spell.
  Class Feature (Sorcerer)
  You transmute your physical form into raw, sorcerous
  power. Choose a metamorphosis form as permitted by your
  sorcerous origin—until the spell ends, you gain all the
  features of that form.
  Your metamorphosis lasts until either (a) 1 minute has
  passed, (b) you end it as a bonus action, (c) you fall
  unconscious, or (d) you are shapeshifted into another form
  by some other effect.
  Inverted Spell
  Elemental Pairs
  Fire / Cold
  Radiant / Necrotic
  Lightning / Thunder
  •
  •
  •
  Poison / Acid
  Psychic / Force
  •
  •
  Quickened Spell
  Subtle Spell
  Twinned Spell
   
   
  EXAMPLE PLACEHOLDER
  1
  Origin Spells
  Origin Metamagics
  2
   
   
   
  EXAMPLE PLACEHOLDER
  4
  10
  Metamorphosis
  casting time: 1 action
  range: Self
  components: V, S
  duration: Up to 1 minute
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  CHAPTER 28: THE SORCERER
  89
  
  Your �esh transforms into gelatinous, corrosive ooze.
  Corrosive Blood: You are immune to acid damage and
  have vulnerability to slashing damage.
  Amorphous: You can move through a space as narrow
  as 1 inch wide without squeezing (items you are carrying
  might not �t, however).
  Acid Rain: You can spend your action to create a 10 ft
  radius sphere of acid rain centered on yourself. Each
  creature in that area (excluding yourself) must make a
  Constitution saving throw. A creature takes 4d8 acid
  damage on a failed save, or half as much damage on a
  successful one.
  You are surrounded by a powerful, ceaseless wind.
  Wind Shield: You gain resistance to bludgeoning,
  piercing, and slashing damage from non-magical attacks.
  Moon Step: You gain a �ying speed equal to your
  movement speed. If you are still �ying when the spell ends,
  you fall unless you can somehow prevent it.
  Gust: You can spend your action to create a 10 ft radius
  sphere of swirling wind centered on yourself. Each
  creature in that area (excluding yourself) must make a
  Constitution saving throw. A creature takes 2d10
  bludgeoning damage on a failed save, or half as much
  damage on a successful one. If a large or smaller creature
  fails the save, that creature is pushed up to 10 ft away from
  the center of the sphere.
  Your body is covered with glistening ice crystals.
  Cold-blooded: You are immune to cold damage and
  have vulnerability to �re damage.
  White Walker: You can walk across water as if it were
  solid ground. In addition, you can move across dif�cult
  terrain created by ice or snow without spending extra
  movement.
  Ice Age: You can spend your action to create a 15 ft
  cone of ice extending from you in a direction of your
  choice. Each creature in range must make a Constitution
  saving throw. A creature takes 4d6 cold damage on a failed
  save, or half as much damage on a successful one. A
  creature that fails its save against this effect has its speed
  halved until the start of your next turn.
  Glowing red veins of searing power cover your body.
  Hot-blooded: You are immune to �re damage and have
  vulnerability to cold damage.
  Living Torch: You emit bright light in a 30 ft radius and
  dim light for an additional 30 ft.
  Scorched Partizan: You can spend your action to create
  a line of �re 15 feet long and 5 feet wide extending from
  you in a direction you choose. Each creature in the line
  must make a Dexterity saving throw. A creature takes 4d8
  �re damage on a failed save, or half as much damage on a
  successful one
  Your body glimmers with sparkling, arcane force.
  Arcane Flesh: You are immune to force damage and
  have vulnerability to psychic damage.
  Unstoppable: You can move through and occupy a
  hostile creature's space. If you end your turn in a hostile
  creature's space, that creature is pushed to the nearest
  unoccupied space (the creature may choose which space).
  Force Push: You can spend your action to create a 10 ft
  radius sphere of arcane force centered on yourself. Each
  creature in that area (excluding yourself) must make a
  Constitution saving throw. A creature takes 2d10 force
  damage on a failed save, or half as much damage on a
  successful one. If a large or smaller creature fails the save,
  that creature is pushed up to 10 ft away from you.
  Your body crackles with sparks of arcane lightning.
  Sparkster: You are immune to lightning damage and
  have vulnerability to cold damage.
  Static Charge: You can climb and cling to dif�cult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Lightning Lance: You can spend your action to create a
  line of lightning 15 feet long and 5 feet wide extending
  from you in a direction you choose. Each creature in the
  line must make a Dexterity saving throw. A creature takes
  4d8 lightning damage on a failed save, or half as much
  damage on a successful one.
  The physical descriptions assigned to each metamorphosis
  are examples of how your new form may manifest.
  However, you can decide exactly how your sorcerous
  power transforms your physical body—discuss with your
  GM if you have a particular aspect you wish to highlight.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Acid
  Bludgeoning
  Cold
  Fire
  Force
  Lightning
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Customizing your Appearance
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 28: THE SORCERER
  90
  
  Black, pulsating veins of decay cover your body.
  Shadowheart: You are immune to necrotic damage and
  have vulnerability to radiant damage.
  Dark Aura: The area in a 10 ft radius around you is (a) in
  dim light and (b) is dif�cult terrain for creatures other than
  you. The radius moves with you.
  Decay: You can spend your action to touch a creature
  within 5 ft of you. That creature must make a Constitution
  saving throw. It takes 2d10 necrotic damage on a failed
  save, or half as much damage on a successful one. A
  creature that fails its save against this effect is Poisoned
  until the start of your next turn.
  Sharp spikes of earth and rock cover your body.
  Quill Armor: You gain resistance to bludgeoning,
  piercing, and slashing damage from non-magical attacks.
  Stonestepper: You can move across dif�cult terrain
  made of earth or stone without spending extra movement.
  You can move through solid earth or stone as if it was air
  and without destabilizing it, but you can’t end your
  movement there. If you do so, you are ejected to the
  nearest unoccupied space, your metamorphosis ends, and
  you are stunned until the end of your next turn.
  Obsidian Spear: You can spend your action to �ing
  piercing spikes in a line 15 feet long and 5 feet wide
  extending from you in a direction you choose. Each
  creature in the line must make a Dexterity saving throw. A
  creature takes 4d8 piercing damage on a failed save, or half
  as much damage on a successful one.
  You grow pointed fangs, sharp claws, and a poisonous,
  barbed tail.
  Toxic Blood: You are immune to poison damage and
  have vulnerability to �re damage.
  Spider Climb: You can climb and cling to dif�cult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Scorpion Sting: You can spend your action to bite or
  sting a creature within 5 ft of you. That creature must
  make a Constitution saving throw. It takes 2d10 poison
  damage on a failed save, or half as much damage on a
  successful one. A creature that fails its save against this
  effect is Poisoned until the start of your next turn.
  Your eyes turn white as a third, glowing eye opens on your
  forehead.
  Iron Mind: You are immune to psychic damage and
  have vulnerability to force damage.
  Maddening Whispers: Any creature that makes a
  concentration check within 10 ft of you has disadvantage
  on the roll.
  Psychic Scream: You can spend your action to create a
  15 ft cone of psychic energy extending from you in a
  direction of your choice. Each creature in range must
  make a Wisdom saving throw. A creature takes 4d6 psychic
  damage on a failed save, or half as much damage on a
  successful one. A creature that fails its save against this
  effect falls prone.
  Your skin glows with a shimmering, yellow-white light.
  Blessed Body: You are immune to radiant damage and
  have vulnerability to necrotic damage.
  Light Incarnate: You emit bright light in a 30 ft radius
  and dim light for an additional 30 ft.
  Blinding Ray: You can spend your action to create a 15
  ft cone of radiant light extending from you in a direction
  you choose. Each creature in the line must make a
  Constitution saving throw. A creature takes 4d6 radiant
  damage on a failed save, or half as much damage on a
  successful one. A creature that fails its save against this
  effect is Blinded until the start of your next turn.
  Sharp, metallic blades cover your body.
  Sparking Daisy: You gain resistance to bludgeoning,
  piercing, and slashing damage from non-magical attacks.
  Knifeblade: You can climb and cling to dif�cult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Spiral Hollow: You can spend your action to create a 15
  ft cone of radiant light extending from you in a direction
  you choose. Each creature in the line must make a
  Dexterity saving throw. A creature takes 4d8 slashing
  damage on a failed save, or half as much damage on a
  successful one.
  Your voice is booming and sound becomes heavily
  distorted around you.
  Bass Blood: You are immune to thunder damage and
  have vulnerability to force damage.
  Deafening Aura: Any creature that ends its turn within
  10 ft of you is Deafened until the end of its next turn.
  Sonic Boom: You can spend your action to create a 10 ft
  radius sphere of sound centered on yourself. Each
  creature in that area (excluding yourself) must make a
  Constitution saving throw. A creature takes 4d8 thunder
  damage on a failed save, or half as much damage on a
  successful one.
  If you want to customize an existing metamorphosis—or
  create your own unique metamorphosis form—follow these
  four basic steps:
  1. Immunity: Choose one damage type immunity and one
  vulnerability.
  2. Movement: Choose a passive movement or aura-focused
  benefit.
  3. Attack: Choose one full action attack effect, such as one
  of the following templates:
  4. Appearance: Finish up with an appropriate appearance
  modifier for your metamorphosis.
  Necrotic
  Piercing
  Poison
  Psychic
  Radiant
  Slashing
  Thunder
  Creating a Metamorphosis
  A 15 ft cone / 5 ft by 15 ft line dealing (a) 4d8 damage
  or (b) 4d6 damage and a status effect.
  5 ft touch dealing 2d10 damage and a status effect.
  A 10 ft radius sphere, dealing 2d10 damage and a
  status effect.
  •
  •
  •
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  CHAPTER 28: THE SORCERER
  91
  
  Class Feature (Sorcerer)
  Cantrips
  01-04
  Acid Splash
  05-08
  Blade Ward
  09-12
  Chill Touch
  13-16
  Control Flames
  17-20
  Create Bonfire
  21-24
  Dancing Lights
  25-28
  Fire Bolt
  29-32
  Friends
  33-36
  Frostbite
  37-40
  Gust
  41-44
  Infestation
  45-48
  Light
  49-52
  Mage Hand
  53-56
  Mending
  57-60
  Message
  61-64
  Minor Illusion
  65-68
  Mold Earth
  69-72
  Poison Spray
  73-76
  Prestidigitation
  77-80
  Primal Savagery
  81-84
  Ray of Frost
  85-88
  Shocking Grasp
  89-92
  Thunderclap
  93-96
  True Strike
  1st-level
  01-03
  Absorb Elements
  04-06
  Burning Hands
  07-09
  Catapult
  10-12
  Chaos Bolt
  13-15
  Charm Person
  16-18
  Chromatic Orb
  19-21
  Color Spray
  22-24
  Comprehend Languages
  25-27
  Detect Magic
  28-30
  Disguise Self
  31-33
  Earth Tremor
  34-36
  Expeditious Retreat
  37-39
  False Life
  40-42
  Feather Fall
  43-45
  Fog Cloud
  46-48
  Grease
  49-51
  Ice Knife
  52-54
  Jump
  55-57
  Mage Armor
  58-60
  Magic Missile
  61-63
  Protection from Evil and Good
  64-66
  Ray of Sickness
  67-69
  Shield
  70-72
  Silent Image
  73-75
  Sleep
  76-78
  Thunderwave
  79-81
  Witch Bolt
  2nd-level
  01-02
  Aganazzar's Scorcher
  03-04
  Alter Self
  05-06
  Blindness/Deafness
  07-08
  Blur
  09-10
  Cloud of Daggers
  11-12
  Crown of Madness
  13-14
  Darkness
  15-16
  Darkvision
  17-18
  Detect Thoughts
  19-20
  Dragon's Breath
  21-22
  Dust Devil
  23-24
  Earthbind
  25-26
  Enhance Ability
  27-28
  Enlarge/Reduce
  29-30
  Flame Blade
  31-32
  Flaming Sphere
  33-34
  Gust of Wind
  35-36
  Hold Person
  37-38
  Invisibility
  39-40
  Knock
  41-42
  Levitate
  43-44
  Maximilian's Earthen
  Grasp
  45-46
  Mind Spike
  47-48
  Mirror Image
  49-50
  Misty Step
  51-52
  Phantasmal Force
  53-54
  Pyrotechnics
  55-56
  Scorching Ray
  57-58
  See Invisibility
  59-60
  Shadow Blade
  61-62
  Shatter
  63-64
  Snilloc's Snowball
  Swarm
  65-66
  Spider Climb
  67-68
  Suggestion
  69-70
  Warding Wind
  71-72
  Web
  3rd-level
  01-03
  Blink
  04-06
  Catnap
  07-09
  Clairvoyance
  10-12
  Counterspell
  13-15
  Daylight
  16-18
  Dispel Magic
  19-21
  Enemies Abound
  22-24
  Erupting Earth
  25-27
  Fear
  28-30
  Fireball
  31-33
  Flame Arrows
  34-36
  Fly
  37-39
  Gaseous Form
  40-42
  Haste
  43-45
  Hypnotic Pattern
  46-48
  Lightning Bolt
  49-51
  Major Image
  52-54
  Melf's Minute Meteors
  55-57
  Protection from Energy
  58-60
  Sleet Storm
  61-63
  Slow
  64-66
  Stinking Cloud
  67-69
  Thunder Step
  70-72
  Tidal Wave
  73-75
  Tongues
  76-78
  Vampiric Touch
  79-81
  Wall of Water
  82-84
  Water Breathing
  85-87
  Water Walk
  4th-level
  01-06
  Banishment
  07-12
  Blight
  13-18
  Charm Monster
  19-24
  Confusion
  25-30
  Dimension Door
  31-36
  Dominate Beast
  37-42
  Fire Shield
  43-48
  Greater Invisibility
  49-54
  Ice Storm
  55-60
  Polymorph
  61-66
  Sickening Radiance
  67-72
  Stoneskin
  73-78
  Storm Sphere
  79-84
  Vitriolic Sphere
  85-90
  Wall of Fire
  91-96
  Watery Sphere
  5th-level
  01-05
  Animate Objects
  06-10
  Cloudkill
  11-15
  Cone of Cold
  16-20
  Creation
  21-25
  Dominate Person
  26-30
  Enervation
  31-35
  Far Step
  36-40
  Hold Monster
  41-45
  Immolation
  46-50
  Insect Plague
  51-55
  Seeming
  56-60
  Skill Empowerment
  61-65
  Synaptic Static
  66-70
  Telekinesis
  71-75
  Teleportation Circle
  76-80
  Wall of Light
  81-85
  Wall of Stone
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 28: THE SORCERER
  92
  
  Sorcerous Origins
  D
  ifferent sorcerers claim different origins
  for their innate magical power. Some are born with
  arcane power surging through them, marked from birth as
  wild fonts of sorcery. Others gain their sorcery through a
  sudden, life-changing event that forces great power—and
  great responsibility—upon them.
  Whatever your background, this chapter introduces a
  variety of origins for you to choose from. De�ne your
  sorcerous heritage and harness your arcane magic.
  Choose your origin from one of the following options:
  Supreme Sorcerer is a work-in-progress with a limited
  number of origins. Future expansions of this supplement
  may (depending on demand and support) include:
  Got ideas for sorcerous origins you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating an Origin
  To create your own Sorcerous Origin (or to convert an
  existing origin from other sources), follow these steps:
  1. Add Origin Spells: Sorcerous origins expand the
  sorcerer spell list with 10 unique spell options. Add 2
  unique spell options to be gained at 1st, 3rd, 5th, 7th,
  and 9th-levels.
  2. Create 4 Metamagics: At 1st-level, sorcerous origins
  expand the sorcerer metamagic list with 4 unique
  metamagics. Create new ways to modify spells that are
  thematic to your subclass—be �avorsome.
  3. Create a 1st-level Feature: Sorcerous origins grant an
  introductory feature at 1st-level.
  4. Create 3rd and 6th-level Features: Sorcerous origins
  grant features at 3rd and 6th-level.
  5. Choose 2 Metamorphosis Forms: At 10th-level,
  sorcerous origins grant 2 metamorphosis forms as their
  capstone feature. You may choose to either (a) grant 1
  common form and 1 unique form, or (b) grant 2 common
  forms.
  A new metamorphosis form should last for up to one
  minute and aim to feature the following:
  1. (a) One damage immunity and one damage
  vulnerability, or (b) one damage resistance.
  2. (a) A movement option, or (b) a �avor ability.
  3. An attack option.
  And that's it, your origin is complete!
  Choose Your Origin
  Draconic Bloodline: Dragonsblood runs through your
  veins, granting you powerful magic and draconic gifts.
  •
  Origins Yet to Come
  Chaos Incarnate: The chaotic energies of the universe
  flow through you—whether you want them to or not.
  Returned: A near-death experience has left death's dark
  mark on you, binding you to the undead.
  Hellspawn: Infernal blood compels you to perform dark
  and terrible acts—will you defy your heritage, or will you
  give in to hellish temptation?
  Time Streamer: You can sense the ebb and flow of time
  itself. Reshape the path of events to your liking.
  •
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  29
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  CHAPTER 29: SORCEROUS ORIGINS
  93
  
  Your blood carries with it the ancient power of draconic
  magic. Your lineage may include half-dragon, a sorcerer
  who made a blood bargain with a dragon, or perhaps even
  a dragon parent.
  Those who carry this bloodline bear unmistakable traits
  of their dragon ancestors—physically and mentally.
  Origin Spells
  Your bloodline offers you the following origin spells.
  Subclass Feature (Draconic Bloodline)
  Sorcerer Level
  Spells
  1st
  Command, Chromatic Orb
  3rd
  Dragon's Breath, Hold Person
  5th
  Fear, Fly
  7th
  Dominate Beast, Elemental Bane
  9th
  Dominate Person, Hold Monster
  Metamagic
  Add the following four metamagics to your list of
  metamagic options: chromatic, empowered, extended, and
  seeking.
  When you roll damage for a spell, you can spend 1 sorcery
  point to change the damage type of that spell to that of
  your draconic ancestry.
  When you roll damage for a spell, you can spend 1 sorcery
  point to reroll a number of the damage dice up to your
  Charisma modi�er (minimum of one). You must use the
  new rolls.
  Compound: You can combine empowered spell with
  other metamagics during the casting of a spell.
  When you cast a spell, you can extend either its range or
  duration with extended spell.
  Distance: When you cast a spell that has a range of 5
  feet or greater, you can spend 1 sorcery point to double
  the range of the spell. Alternatively, if the spell has a range
  of touch, you can spend 1 sorcery point to make the range
  of the spell 30 feet.
  Duration: When you cast a spell that has a duration of 1
  minute or longer, you can spend 1 sorcery point to double
  its duration, to a maximum duration of 24 hours.
  When you cast a spell that attacks a creature, you can
  spend 2 sorcery points to add +2 to the �rst attack roll you
  make as part of that spell.
  Compound: You can combine seeking spell with other
  metamagics during the casting of a spell.
  Dragon Ancestor
  Choose one type of dragon as your ancestor. You can
  speak, read, and write Draconic. Whenever you make a
  Charisma check to interact with dragons, your pro�ciency
  bonus (if applicable) is doubled.
  Draconic Resilience
  At 1st-level, your hit point maximum increases by +1. It
  increases by +1 again whenever you gain a sorcerer level.
  Additionally, parts of your skin are covered by a thin
  sheen of dragon-like scales. When you aren't wearing
  armor, your AC equals 13 + your Dexterity modi�er.
  Dragonbreath
  You can spend your action to exhale destructive energy.
  Your draconic ancestry determines the size, shape, and
  damage type of your breath.
  Each creature in the area of your dragonbreath must
  make a saving throw—a creature takes 3d6 damage on a
  failed save, and half as much damage on a successful one.
  You may use this feature once. You regain expended
  uses when you �nish a long rest.
  Greater Dragonbreath: At 6th-level, the damage dealt
  by your dragonbreath increases from 3d6 to 4d6. In
  addition, you may use this feature twice.
  Elemental Affinity
  When you cast a spell that deals damage of the type
  associated with your draconic ancestry, you can add your
  Charisma modi�er to one damage roll of that spell.
  At the same time, you can spend 1 sorcery point to gain
  resistance to that damage type for 1 hour.
  Metamorphosis
  You gain two metamorphosis forms: draconic (as shown
  below) and one other form as based on your draconic
  ancestry damage type.
  Draconic scales cover your body as large, leathery wings
  burst from your back. Those who look upon you face the
  might—and the terror—of dragonkind.
  Dragonscale: You have resistance to bludgeoning,
  piercing, and slashing damage from nonmagical attacks.
  Dragon�ight: You gain a �ying speed equal to your
  current speed. If you are still �ying when your
  metamorphosis ends, you fall unless you can somehow
  prevent it.
  Terrifying Presence: You can spend an action to terrify
  those around you. Each creature that is (a) within 30 ft. of
  you and (b) aware of you must succeed on a Wisdom saving
  throw or become Frightened for 1 minute. A creature can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  If a creature's saving throw is successful or the effect
  ends for it, the creature is immune to your Terrifying
  Presence until the end of its next long rest.
  Draconic Bloodline
  1
  Draconic Bloodline Spells
  1
  Chromatic Spell
  Empowered Spell
  Extended Spell
  Seeking Spell
  1
  1
  3
  6
  10
  Draconic
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 29: SORCEROUS ORIGINS
  94
  
  Subclass Feature (Draconic Bloodline), 1st-level
  d100
  Dragon
  Damage Type
  Dragonbreath
  Saving Throw
  Common Traits
  cataclysmic
  01-02
  Blizzard
  Cold
  15 ft cone
  Constitution
  Sociable, Tyrannical, Cold, Tactical
  03-04
  Earthquake
  Bludgeoning
  5 ft by 30 ft line
  Dexterity
  Lazy, Slow, Intense, Destructive
  05-06
  Tornado
  Bludgeoning
  15 ft cone
  Dexterity
  Roaming, Whimsical, Docile, Wrathful
  07-08
  Typhoon
  Lightning
  5 ft by 30 ft line
  Dexterity
  Chaotic, Mercurial, Curious, Impatient
  09-10
  Volcanic
  Fire
  5 ft by 30 ft line
  Dexterity
  Cruel, Hateful, Ambitious, Toxic
  11-12
  Wildfire
  Fire
  15 ft cone
  Dexterity
  Territorial, Determined, Zealous, Solitary
  chromatic
  13-14
  Black
  Acid
  5 ft by 30 ft line
  Dexterity
  Solitary, Short-tempered, Territorial, Cruel
  15-16
  Blue
  Lightning
  5 ft by 30 ft line
  Dexterity
  Manipulative, Organized, Opportunistic, Nurturing
  17-18
  Green
  Poison
  15 ft cone
  Constitution
  Petty, Cunning, Possessive, Combative
  19-20
  Purple
  Force
  15 ft cone
  Constitution
  Restless, Controlling, Deceptive, Selfish
  21-22
  Red
  Fire
  15 ft cone
  Dexterity
  Greedy, Arrogant, Ferocious, Anarchist
  23-24
  White
  Cold
  15 ft cone
  Constitution
  Oppressive, Vengeful, Great Memory, Savage
  ferrous
  25-26
  Chromium
  Cold
  5 ft by 30 ft line
  Constitution
  Malevolent, Avaricious, Calculating, Sadistic
  27-28
  Cobalt
  Force
  5 ft by 30 ft line
  Constitution
  Controlling, Creative, Solitary, Arrogant
  29-30
  Iron
  Lightning
  15 ft cone
  Dexterity
  Driven, Stubborn, Attentive, Dreamer
  31-32
  Nickel
  Acid
  15 ft cone
  Dexterity
  Tenacious, Unpredictable, Deceitful, Vicious
  33-34
  Steel
  Acid
  5 ft by 30 ft line
  Dexterity
  Amiable, Curious, Witty, Individualist
  35-36
  Tungsten
  Fire
  15 ft cone
  Dexterity
  Utilitarian, Punishing, Insightful, Judgmental
  gemstone
  37-38
  Amethyst
  Force
  5 ft by 30 ft line
  Constitution
  Aloof, Sovereign, Diplomatic, Noble.
  39-40
  Crystal
  Radiant
  5ft by 30 ft line
  Constitution
  Sentimental, Mischievous, Irresponsible, Benevolent.
  41-42
  Emerald
  Bludgeoning
  15 ft cone
  Dexterity
  Patient, Secretive, Curious, Suspicious
  43-44
  Obsidian
  Fire
  15 ft cone
  Dexterity
  Haughty, Calculating, Explosive, Vicious
  45-46
  Sapphire
  Thunder
  15 ft cone
  Constitution
  Militaristic, Distrustful, Protective, Strategic
  47-48
  Topaz
  Fire
  15 ft cone
  Dexterity
  Self-absorbed, Indifferent, Sour, Dependable
  metallic
  49-50
  Brass
  Fire
  5 ft by 30 ft line
  Dexterity
  Talkative, Social, Entertaining, Mercenary
  51-52
  Bronze
  Lightning
  5 ft by 30 ft line
  Dexterity
  Self-righteous, Loyal, Responsible, Pacifist
  53-54
  Copper
  Acid
  5 ft by 30 ft line
  Dexterity
  Prankster, Witty, Devious, Polite
  55-56
  Gold
  Fire
  15 ft cone
  Dexterity
  Wise, Lawful, Relentless, Reclusive
  57-58
  Mercury
  Radiant
  5 ft by 30 ft line
  Constitution
  Whimsical, Unpredictable, Creative, Distracted
  59-60
  Silver
  Cold
  15 ft cone
  Constitution
  Regal, Friendly, Perfectionist, Detached
  planar
  61-62
  Abyssal
  Fire
  15 ft cone
  Dexterity
  Immoral, Determined, Conniving, Vengeful
  63-64
  Astral
  Thunder
  15 ft cone
  Constitution
  Daydreamer, Idealist, Empathetic, Daring
  65-66
  Celestial
  Radiant
  15 ft cone
  Constitution
  Noble, Helpful, Pacifist, Wrathful
  67-68
  Ethereal
  Force
  5 ft by 30 ft line
  Constitution
  Distracted, Thoughtful, Clumsy, Prophesier
  69-70
  Fey
  Bludgeoning
  5 ft by 30 ft line
  Dexterity
  Curious, Wild, Fickle, Reactive
  71-72
  Shadow
  Necrotic
  15 ft cone
  Constitution
  Fatalistic, Frightening, Sneaky, Bold
  The Dragon Ancestor table featured here contains a wide
  variety of dragon families—some, however, might not be
  appropriate for every game or campaign setting.
  Before you pick an ancestor, check with your GM to see
  which draconic families are available in your setting.
  Dragon Ancestors
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Ancestor Availability
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 29: SORCEROUS ORIGINS
  95
  
  Variant Dials
  I
  f you want to adjust the supreme sorcerer
  class to better suit your own campaign and playstyle,
  then consider these variant dials.
  If your campaign supports multiclassing, apply these
  modi�ers to use Supreme Sorcerer as a multiclass option:
  Spell Slots
  Supreme sorcerers don't use spell slots—they burn their
  own inner sorcery.
  When multiclassing with other classes that feature spell
  slots (wizard, bard, cleric, etc), don't include your sorcerer
  level when calculating your number of multiclass
  spellcaster spell slots.
  Maximum Spell Level
  Your maximum spell level is equal to either (a) your
  sorcerer's maximum spell level or (b) your highest spell
  slot, whichever is largest.
  If you want to make retraining a little more signi�cant or
  costly for the sorcerer, try using these options.
  To use your Sorcerous Versatility, you must be in a safe
  sanctuary—such as a village, town, or city—where you are
  able to concentrate on your arcane power.
  Sorcerers—as with most spellcasters—recharge their
  power when they �nish a long rest. However, if you want
  to support short rest recovery with the sorcerer, use this
  alternative class table:
  Sorcerer (Short Rest Recovery)
  Level
  Sorcery Points
  1st
  2
  2nd
  3
  3rd
  6
  4th
  7
  5th
  11
  Level
  Sorcery Points
  6th
  13
  7th
  15
  8th
  18
  9th
  22
  10th
  25
  You recover all expended sorcery points when you
  �nish a short rest.
  Multiclassing
  Minimum Requirement: Charisma 13.
  Pro�ciencies: None.
  Metamagic: You can't use any mastered metamagics
  until you are a 3rd-level sorcerer.
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Restricted Retraining
  Sanctuary
   
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
  Class Features
  30
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  CHAPTER 30: VARIANT DIALS
  96
  
  PART 11
  PART 11
  PART 11
  PART 11
  PART 11
  The Warlock
  The Warlock
  The Warlock
  The Warlock
  The Warlock
  Be a wicked warlock.
  31 The Warlock
  The Warlock
  The Warlock
  The Warlock
  The Warlock
  p98
  p98
  p98
  p98
  p98
  Choose your Eldritch Patron.
  32 Otherworldly Patrons
  Otherworldly Patrons
  Otherworldly Patrons
  Otherworldly Patrons
  Otherworldly Patrons
  p102
  p102
  p102
  p102
  p102
  Receive a Pact Boon from your patron.
  33 Pact Boons
  Pact Boons
  Pact Boons
  Pact Boons
  Pact Boons
  p104
  p104
  p104
  p104
  p104
  Learn Eldritch Invocations from your patron.
  34 Eldritch Invocations
  Eldritch Invocations
  Eldritch Invocations
  Eldritch Invocations
  Eldritch Invocations
  p110
  p110
  p110
  p110
  p110
  Customise your class with variant options.
  35 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p112
  p112
  p112
  p112
  p112
  
  The Warlock
  Warlock
  Level
  Proficiency
  Bonus
  Cantrips
  Known
  Spells
  Known
  Spell
  Slots
  Slot
  Level
  Invocations
  Known
  Features
  1st
  +2
  2
  2
  2
  1st
  Otherworldly Patron, Pact Boon, Pact Magic
  2nd
  +2
  2
  3
  3
  1st
  2
  Eldritch Invocations, Sacrificial Bargain
  3rd
  +2
  2
  4
  4
  2nd
  2
  Pact Boon Features
  4th
  +2
  3
  5
  5
  2nd
  2
  Ability Score Improvement
  5th
  +3
  3
  6
  5
  3rd
  3
  Pact Boon Features
  6th
  +3
  3
  7
  6
  3rd
  3
  Otherworldly Patron Features
  7th
  +3
  3
  8
  6
  4th
  4
  Pact Boon Features
  8th
  +3
  3
  9
  7
  4th
  4
  Greater Ability Score Improvement
  9th
  +4
  3
  10
  7
  5th
  5
  Pact Boon Features
  10th
  +4
  4
  10
  8
  5th
  5
  Mystic Arcanum, Otherworldly Patron Features
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain 4d4 x 10 gold pieces (or 100 gp). You may spend
  some or all of this gold to purchase your own equipment.
  Class Features
  —
  Hit Dice: 1d8 per warlock level.
  Hit Points (1st Level): 8 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d8 (or 5) + your
  Constitution modi�er per warlock level after 1st.
  •
  •
  •
  Armor: Light armor.
  Weapons: Simple weapons.
  Tools: None.
  Saving Throws: Wisdom, Intelligence.
  Skills: Choose two from Arcana, Deception, History,
  Intimidation, Investigation, Nature, and Religion.
  •
  •
  •
  •
  •
  A. Preset Equipment
  (a) a light crossbow and 20 bolts or (b) a simple weapon.
  (a) a component pouch or (b) an arcane focus.
  (a) a scholar's pack or (b) a dungeoneer's pack.
  Leather armor, any simple weapon, and two daggers.
  •
  •
  •
  •
  B. Custom Equipment
  31
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 31: THE WARLOCK
  98
  
  As a warlock, you gain the following class features.
  Otherworldly Patron
  Choose an Otherworldly Patron. You gain features from
  your Otherworldly Patron at 1st, 2nd, 6th, and 10th-level.
  Each patron has a set of three guiding agendas—its
  demands—that help to direct you in the service of your
  patron. Honor these demands to gain—and maintain—the
  favor of your patron.
  Eldritch Favor: If you make a notable sacri�ce in the
  service of a demand, your patron may bless you with
  eldritch favor. You can hold a maximum number of eldritch
  favors at one time equal to your Intelligence modi�er
  (minimum 1). On your turn, as a free action, you may spend
  one eldritch favor to do one of the following:
  Transgression: If your patron decides that you have
  actively broken or rejected a demand, some of your
  eldritch power may be stripped away for a time.
  Roll a d6 and check the Transgression table below to
  �nd out which class feature you lose access to, rerolling
  any result that doesn't fully apply to you.
  d6
  Feature Lost
  1
  Patron Spells
  2
  Sacrificial Bargain
  3
  1 Invocation
  d6
  Feature Lost
  4
  1d4 spell slots
  5-6
  Another Feature
  Penance: If you have transgressed, you will have to
  perform a penance to regain your patron's favor. The scale
  of this penance may vary depending on the severity of
  your transgression, but some common forms include:
  If your penance is accepted, you regain one lost feature.
  Your patron offers you a unique list of spells—its patron
  spells. You may add these the list of warlock spells you can
  learn.
  To mark the initiation of your pact bargain, you are
  rewarded with a boon from your patron—an eldritch
  weapon, a book of forbidden secrets, a trinket that
  summons a bound familiar, a wand of destructive power,
  etc. You may choose one boon from the list of Pact Boons.
  Spellcasting Focus: For as long as you are holding or
  wearing it, your pact boon acts as a spellcasting focus for
  your warlock spells.
  Pact Magic
  The pact you have struck with your patron has given you
  the ability to cast spells.
  You know two cantrips of your choice from the warlock
  spell list.
  Learning New Cantrips: You learn additional warlock
  cantrips of your choice at higher levels, as shown in the
  Cantrips Known column of the Class Features (Warlock)
  table.
  Replacing Known Cantrips: When you gain a level in
  this class, you can choose one of the warlock cantrips you
  know and replace it with another cantrip from the warlock
  spell list.
  The Class Features (Warlock) table shows how many spell
  slots you have. The table also shows what the level of those
  slots is—all of your spell slots are the same level. To cast
  one of your warlock spells of 1st level or higher, you must
  expend a spell slot. You regain all expended spell slots
  when you �nish a long rest.
  For example, when you are 5th level, you have two 3rd-
  level spell slots. To cast the 1st-level spell thunderwave,
  you must spend one of those slots, and you cast it as a
  3rd-level spell.
  Class Features
  1
  Demands
  Gain Stamina: Regain 1 expended hit die.
  Gain Power: Regain 1 expended 1st-level spell slot.
  Twist Fate: Reroll 1 ability check, attack roll, or saving
  throw. You must accept the second result.
  Cause Pain: Reroll all damage dice of an attack you have
  just made. You may accept either result.
  Forgiveness: Forgive one transgression you have made.
  •
  •
  •
  •
  •
  Transgression
  —
  —
  Offering: You make an offering of goods, knowledge,
  coin, or time in your patron's name.
  Confess: You confess your transgression to a higher-
  ranking agent of your patron and are forgiven.
  Worship: You spend a period of time in dedicated
  worship of your patron.
  Serve: You undertake an eldritch quest in the service of
  your patron and their agenda.
  Sacri�ce: You give up something of signi�cant personal
  value.
  •
  •
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Patron Spells
  Pact Boon
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Cantrips
  Spell Slots
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 31: THE WARLOCK
  99
  
  At 1st level, you know two 1st-level spells of your choice
  from the warlock spell list.
  Learning New Spells: The Spells Known column of the
  Class Features (Warlock) table shows when you learn more
  warlock spells of your choice of 1st level and higher. A spell
  you choose must be of a level no higher than your
  maximum Slot Level.
  When you reach 6th level, for example, you learn a new
  warlock spell, which can be 1st, 2nd, or 3rd level.
  Replacing Known Spells: When you gain a level in this
  class, you can choose one of the warlock spells you know
  and replace it with another spell from the warlock spell
  list, which also must be no higher than your maximum Slot
  Level.
  Intelligence is your spellcasting ability for your warlock
  spells. Use your Intelligence modi�er to determine the
  saving throw DC or attack modi�er for a warlock spell you
  cast.
  Spell save DC: 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier: your proficiency bonus + your
  Intelligence modifier
  You use an arcane focus or your pact boon item as a
  spellcasting focus for your warlock spells.
  When you �nish a long rest, you may replace one of your
  known warlock spells (including cantrips) with another
  spell from the warlock spell list. The new spell must be of
  the same spell level as the spell you replace.
  Sacrificial Bargain
  When you cast a warlock spell of 1st-level or higher, you
  may spend a number of hit die equal to your warlock spell
  level to cast the spell without expending a spell slot. If the
  spell can't be cast at a higher level, you may instead spend
  a number of hit die equal to the spell's maximum casting
  level.
  You can use this feature up to three times. You regain
  expended uses when you �nish a long rest.
  Eldritch Invocations
  You gain two eldritch invocations of your choice. When
  you gain certain warlock levels, you gain additional
  invocations of your choice—as shown in the Invocations
  Known column of the Class Features (Warlock) table.
  Replacing Invocations: When you gain a level in this
  class, you can choose one of the invocations you know and
  replace it with another invocation that you could learn at
  that level.
  You gain access to six unique invocations from your
  Otherworldly Patron. Add these to your list of Eldritch
  Invocation options
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Mystic Arcanum
  You gain a spell of formidable power from your patron—
  choose one of the following as your mystic arcanum.
  You may cast your mystic arcanum as a 6th-level spell
  without expending a spell slot or material components.
  You can't do so again until you �nish a long rest.
  d100
  Spell
  01-05
  Arcane Gate
  06-10
  Circle of Death
  11-15
  Conjure Fey
  16-20
  Create Homunculus
  21-25
  Create Undead
  26-30
  Eyebite
  31-35
  Flesh to Stone
  36-40
  Investiture of Flame
  41-45
  Investiture of Ice
  d100
  Spell
  46-50
  Investiture of Stone
  51-55
  Investiture of Wind
  56-60
  Magic Jar
  61-65
  Mass Suggestion
  66-70
  Mental Prison
  71-75
  Scatter
  76-80
  Soul Cage
  81-85
  True Seeing
  Spells Known of 1st Level and Higher
  Spellcasting Ability
  Spellcasting Ability
  Spellcasting Focus
  Eldritch Versatility
  2
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  Patron Invocations
   
   
  EXAMPLE PLACEHOLDER
  4
  10
  Mystic Arcanum
  —
  —
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 31: THE WARLOCK
  100
  
  Class Feature (Warlock)
  Cantrips
  01-07
  Blade Ward
  08-14
  Chill Touch
  15-21
  Create Bonfire
  22-28
  Friends
  29-35
  Frostbite
  36-42
  Infestation
  43-49
  Mage Hand
  50-56
  Magic Stone
  57-63
  Minor Illusion
  64-70
  Poison Spray
  71-77
  Prestidigitation
  78-84
  Thunderclap
  85-91
  Toll the Dead
  92-98
  True Strike
  1st-level
  01-07
  Armor of Agathys
  08-14
  Arms of Hadar
  15-21
  Cause Fear
  22-28
  Charm Person
  29-35
  Comprehend Languages
  36-42
  Expeditious Retreat
  43-49
  Hellish Rebuke
  50-56
  Hex
  57-63
  Illusory Script
  64-70
  Protection from Evil and Good
  71-77
  Thunderwave
  78-84
  Unseen Servant
  85-91
  Witch Bolt
  2nd-level
  01-06
  Cloud of Daggers
  07-12
  Crown of Madness
  13-18
  Darkness
  19-24
  Earthbind
  25-30
  Enthrall
  31-36
  Hold Person
  37-42
  Invisibility
  43-48
  Knock
  49-54
  Mind Spike
  55-60
  Mirror Image
  61-66
  Misty Step
  67-72
  Ray of Enfeeblement
  73-78
  Shadow Blade
  79-84
  Shatter
  85-90
  Spider Climb
  91-96
  Suggestion
  3rd-level
  01-05
  Animate Dead
  06-10
  Counterspell
  11-15
  Dispel Magic
  16-20
  Enemies Abound
  21-25
  Fear
  26-30
  Fly
  31-35
  Gaseous Form
  36-40
  Hunger of Hadar
  41-45
  Hypnotic Pattern
  46-50
  Life Transference
  51-55
  Magic Circle
  56-60
  Major Image
  61-65
  Remove Curse
  66-70
  Summon Lesser
  Demons
  71-75
  Thunder Step
  76-80
  Tongues
  81-85
  Vampiric Touch
  4th-level
  01-11
  Banishment
  12-22
  Blight
  23-33
  Charm Monster
  34-44
  Dimension Door
  45-55
  Elemental Bane
  56-66
  Hallucinatory Terrain
  67-77
  Shadow of Moil
  78-88
  Sickening Radiance
  89-99
  Summon Greater
  Demon
  5th-level
  01-06
  Contact Other Plane
  07-12
  Danse Macabre
  13-18
  Dream
  19-24
  Enervation
  25-30
  Far Step
  31-36
  Hold Monster
  37-42
  Infernal Calling
  43-48
  Mislead
  49-54
  Modify Memory
  55-60
  Negative Energy Flood
  61-66
  Planar Binding
  67-72
  Scrying
  73-78
  Synaptic Static
  79-84
  Teleportation Circle
  85-90
  Wall of Light
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 31: THE WARLOCK
  101
  
  Otherworldly Patrons
  Y
  ou have made a pact with an otherworldly
  patron, a mighty inhabitant of another plane of
  existence—not a god, but almost godlike in its power.
  Patrons grant you access to eldritch powers and
  invocations, but they expect signi�cant favors in return—
  woe betide the warlock who dares to turn their back on
  their patron's demands.
  Whatever your craving, this chapter introduces a
  variety of patrons for you to strike a bargain with. Make
  your pact and gain eldritch power.
  Choose your patron from one of the following options:
  Wicked Warlock is a work-in-progress with a limited number
  of patrons. Future expansions of this supplement may
  (depending on demand and support) include:
  Got ideas for otherworldy patrons you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating a Patron
  To create your own Otherworldly Patron (or to convert an
  existing patron from other sources), follow these steps:
  1. Add 3 Demands: Add 3 demands from your patron.
  Demands should be relatively open-ended and act as a
  guide for players when roleplaying.
  2. Add Patron Spells: Otherworldly patrons expand the
  warlock spell list with 10 unique spell options. Add 2
  spell options to be gained at 1st, 3rd, 5th, 7th, and 9th-
  levels.
  3. Create a 1st-level Feature: Otherworldly patrons grant
  an introductory feature at 1st-level.
  4. Add 6 Patron Invocations: At 2nd-level, otherworldly
  patrons expand the warlock's eldritch invocation list
  with 6 unique invocation options. Use these to highlight
  the unique—and sometimes contradictory—demands of
  your patron.
  5. Create 6th and 10th-level Features: Otherworldly
  patrons grant additional features at 6th and 10th-level.
  And that's it, your patron is complete!
  Choose Your Patron
  The Fiend: A powerful �end from the hellish planes of
  existence offers you dark power in exchange for
  corruption, domination, and destruction.
  •
  Patrons Yet to Come
  The Archfey: A capricious being who wishes to be
  entertained, with a temper as changeable as the seasons.
  The Great Old One: A malignant being from another
  dimension. To seek out a Great Old One is to invite
  madness and terror into your very soul.
  The Greater Dead: An undying creature who—in
  exchange for souls—grants you power over death itself.
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  32
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 32: OTHERWORLDLY PATRONS
  102
  
  You have made a pact with a �end from the lower planes of
  existence—a being whose aims are evil, even if you yourself
  struggle against those aims. Fiends seek to corrupt,
  dominate, or destroy all things—including you.
  Demands
  The Fiend has an agenda in the world, and you are a small
  piece of it. To be worthy of your patron's power, you must
  honor their demands.
  Patron Spells
  Add the following pact spells to the warlock spell list.
  Warlock Level
  Spells
  1st
  Burning Hands, Command
  3rd
  Blindness/Deafness, Scorching Ray
  5th
  Fireball, Stinking Cloud
  7th
  Fire Shield, Wall of Fire
  9th
  Flame Strike, Hallow
  Dark One's Blessing
  When you reduce a hostile creature to 0 hit points, you
  gain temporary hit points equal to your Intelligence
  modi�er + your warlock level (minimum of 1).
  Patron Invocations
  Add the following invocations to your list of Eldritch
  Invocation options.
  Prerequisite: 7th level
  You can cast Dominate Beast without expending a spell
  slot. You can't do so again until you �nish a long rest.
  Prerequisite: 9th level
  You can spend one hit die to cast Investiture of Flame
  without expending a spell slot. You can't do so again until
  you �nish a long rest.
  You can cast Detect Evil and Good at will, without
  expending a spell slot.
  You know how to get people to do what you want. You gain
  pro�ciency in the Intimidation and Persuasion skills.
  Prerequisite: 5th level
  You can cast Flame Arrows without expending a spell slot.
  You can't do so again until you �nish a long rest.
  Prerequisite: 7th level
  You can cast Infernal Calling without expending a spell
  slot. You can't do so again until you �nish a long rest.
  Dark One's Own Luck
  When you make an ability check or a saving throw, you can
  add a d10 to your roll. You can do so after seeing the initial
  roll but before any of the roll's effects occur.
  You can use this feature up to three times. You regain
  expended uses when you �nish a long rest.
  Fiendish Resilience
  Choose one damage type when you �nish a short or long
  rest. You gain resistance to that damage type until you
  choose a different one with this feature. Damage from
  magical weapons or silver weapons ignores this resistance.
  The Fiend
  1
  Worship No Other: Your patron is not the sharing type.
  Don't worship any other power, and subvert the
  in�uence of those that do.
  Seek Power and Position: Gain in�uence so that you
  can better serve your patron's agenda. Take power
  when you can, and never give up power willingly.
  Convert or Control: Convert others into the service of
  your patron. Those you can't convert you should
  manipulate into serving your patron unknowingly.
  •
  •
  •
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Patron Spells
  1
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  2
  Devil's Flock
  Fiendish Flesh
  Fiendish Senses
  Fiery Tongue
  Hell's Quarrel
  Hellish Companion
  6
   
   
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 32: OTHERWORLDLY PATRONS
  103
  
  Pact Boons
  W
  hen you make a pact with a patron, you are
  rewarded with a boon—a special artifact that
  symbolizes the eldritch bargain that has been struck.
  This chapter introduces four pact boons for you to
  choose from—blade, chain, tome, and wand.
  Choose your pact from one of the following options:
  Your pact boon artifact bears the unmistakable mark of
  your patron—�endish red veins, fey vines and �owers,
  aberrant runes and etchings, etc. You may decide how
  your artifact is branded by your patron.
  Sealing your Pact
  You gain your pact boon artifact once you seal your pact—
  traditionally by means of making a promise or sacri�ce to
  your patron. Choose one of the following, or de�ne your
  own sealing ritual:
  Describe how you sealed your pact with your patron, or
  pick a random suggestion (if appropriate) from the
  Promises and Sacri�ces tables.
  Renewing your Pact
  If you lose your pact boon artifact, you can spend one
  point of eldritch favor and perform a 1-hour ceremony to
  receive a replacement artifact from your patron.
  This ceremony can be performed during a short or long
  rest, and it destroys the previous boon item.
  Depending on the circumstances in which you lost your
  artifact, your patron may demand that you renew your
  pact with a fresh seal. This may require you to make a new
  promise or sacri�ce.
  Choosing Your Pact
  Pact of the Blade: You want physical power, and you are
  rewarded with an eldritch weapon.
  Pact of the Chain: You want to control others, and you
  are rewarded with a familiar-summoning trinket.
  Pact of the Tome: You want forbidden knowledge, and
  you are rewarded with an eldritch spellbook.
  Pact of the Wand: You want to destroy your enemies,
  and you are rewarded with a wand of destruction.
  •
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  I made a promise: You have sworn to perform a
  particular service in the name of your patron. Your
  promise should be (a) achievable and (b) narrow enough
  in scope so that it can be reasonably addressed during
  gameplay.
  I made a sacri�ce: You sacri�ced something of great
  value to your patron.
  •
  •
   
   
  EXAMPLE PLACEHOLDER
  A New Seal
  33
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  CHAPTER 33: PACT BOONS
  104
  
  d100
  I will...
  01-06
  Kill an ancient silver dragon and eat its heart.
  07-12
  Convert the high priest of Emerset to betray his deity
  and serve you.
  13-18
  Visit the realm of Nazirun and burn the sacred Book
  of Ascension.
  19-24
  Obey every demand and serve you without question
  for the next 10 years.
  25-30
  Serve you forever in death.
  31-36
  Capture the souls of 1,000 people.
  37-42
  Get the Queen of Rendeburg to pose for a portrait
  that I paint.
  43-48
  Make 1,000 people all sing your name during the
  Winter Festival.
  49-54
  Free the Dream Stalker from the depths of the
  Feywitch Prison.
  55-60
  Build a temple to you in the capital city.
  61-66
  Find a way to summon you into this world.
  67-72
  Let you take possession of my body during the night
  of the full moon.
  73-78
  Find and complete the secret puzzle box of
  Lamenchard's Lament.
  79-84
  Kill the archon of the cult that opposes you.
  85-90
  Recruit 1,000 new people into your service.
  91-96
  Create a new festival in your name that is celebrated
  in all Seven Kingdoms of Thendrae.
  d100
  I give you...
  01-05
  My family's vast wealth.
  06-10
  The memories of my childhood.
  11-15
  20 years of my remaining lifespan.
  16-20
  One of my eyes.
  21-25
  The life of my precious pet.
  26-30
  The life of an innocent.
  31-35
  My ability to paint.
  36-40
  My ability to laugh.
  41-45
  Two of my fingers.
  46-50
  My soul.
  51-55
  My sanity.
  56-60
  My sense of taste.
  61-65
  My sense of aesthetics.
  66-70
  This last copy of a rare, precious book.
  71-75
  The beating heart of a unicorn.
  76-80
  My fingernails.
  81-85
  My ability to write.
  86-90
  My ability to feel strong emotions.
  91-95
  My blood (1 pint per day).
  96-00
  My sense of smell.
  Creating a new Pact Boon
  To create your own Pact Boon (or to convert an existing
  boon from other sources), follow these steps:
  1. Pick a Clear Theme: Summarize your pact request in
  one word (if possible). For example: curse, destroy,
  protect, in�ltrate, corrupt, control, art, music,
  immortality, passion, anger, pain, fear, aggression,
  watercolors, etc.
  Use the examples listed in the Boon Requests table
  below as a guide.
  2. Create a Pact Artifact: Every pact has one signi�cant
  item attributed with it—a weapon, a necklace, a book,
  etc. Choose something that is (a) �avorful and (b) hard
  to keep concealed all the time.
  3. Create your Pact Features: Pact boons grant features at
  1st, 3rd, 5th, 7th, and 9th-level.
  And that's it, your new pact boon is complete!
  d100
  I want...
  01-06
  To be immortal.
  07-12
  To be a musical genius.
  13-18
  To be a renowned artist.
  19-24
  To my enemies to suffer.
  25-30
  To obliterate my enemies.
  31-36
  To protect my friends.
  37-42
  To be remembered forever.
  43-48
  Vengeance against those who wronged me.
  49-54
  To inspire passion.
  55-60
  To spread terror and fear.
  61-66
  To hurt people.
  67-72
  To make the world a better place.
  73-78
  To know everything there is to know.
  79-84
  To tell when people are lying.
  85-90
  To sow chaos and watch the world burn.
  91-96
  To speak all languages.
  Promises
  Sacrifices
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Boon Requests
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 33: PACT BOONS
  105
  
  You ask your patron for physical power, and you are
  rewarded with an eldritch weapon.
  Pact Weapon
  You gain a unique, eldritch weapon from your patron. This
  weapon is honed and shaped by your own mind—the
  stronger your intellect, the sharper your blade.
  In addition, you gain pro�ciency with medium armor,
  shields, and martial weapons.
  Item, Weapon
  You can spend one action to summon your pact weapon
  into your empty hand. You can choose the form that this
  weapon takes each time you summon it—a dagger, a sword,
  a bow, etc—though it must be a form of weapon that you
  are proficient with.
  Your weapon bears the unmistakable mark of your
  eldritch patron—fiendish red veins, fey vines and flowers,
  aberrant runes and etchings, etc.
  Assimilate
  You can transform a magic weapon into your pact weapon
  by performing a special, eldritch ritual.
  The ritual takes 1 hour, during which you must be
  holding the weapon. You can then dismiss the weapon,
  shunting it into an extradimensional space—the weapon
  appears whenever you summon your pact weapon
  thereafter. You can't affect an artifact or a sentient weapon
  in this way.
  Breaking the Bond: The weapon ceases to be your pact
  weapon if either (a) you die, (b) you assimilate a different
  weapon, or (c) you use a 1-hour ritual to break your bond
  to it. The weapon appears at your feet if it is in the
  extradimensional space when the bond breaks.
  Eldritch Brand
  You are able to mark a creature with your Eldritch Brand.
  Pact Feature (Pact of the Blade)
  When you hit a creature with your pact weapon, you may
  choose to brand the creature and deal an extra 1d6 force
  damage per your spell slot level.
  While the creature is branded, attacks with your pact
  weapon deal extra force damage to that creature equal to
  your Intelligence modifier (minimum of 1). The creature
  also cannot benefit from the Invisible condition until the
  mark expires.
  You may use this feature a number of times equal to your
  intelligence modifier, and you recover expended uses when
  you finish a long rest.
  Translocate
  If your pact weapon is within 300 feet of you, you can
  spend a bonus action to teleport to its location—or to the
  nearest unoccupied space if that location is occupied.
  You can use this feature a number of times equal to
  your Intelligence modi�er (minimum of 1), and you regain
  expended uses when you �nish a long rest.
  Banish
  You are able to Banish a creature to the realm of your
  patron. You can use this feature once, and you regain
  expended uses when you �nish a long rest.
  Pact Feature (Pact of the Blade)
  When you hit a creature with your pact weapon, you deal an
  extra 5d10 force damage to the creature. If the creature is
  reduced to 50 hit points or fewer, it is banished to a
  demiplane controlled by your patron.
  While it is banished, the creature must make a Charisma
  saving throw at the end of each of its turns. If it succeeds—
  or the duration expires—the creature reappears in the space
  it left (or in the nearest unoccupied space if that space is
  occupied). If it fails, the creature instead suffers 1d10 force
  damage.
  If the creature is reduced to 0 hit points while it is
  banished, it does not return and you regain 1 expended spell
  slot.
  Pact of the Blade
  1
  Pact Weapon
  eldritch strike: When you attack with this weapon,
  you can use your Intelligence modifier (instead of
  Strength or Dexterity) for the attack and damage rolls.
  magical origin: This weapon counts as magical for the
  purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  ephemeral: This weapon disappears if you use this
  feature again, if you dismiss the weapon (no action
  required), or if you die.
  greater pact weapon: Starting at 5th-level, you can
  attack with your pact weapon twice—instead of once—
  whenever you take the Attack action on your turn.
   
  EXAMPLE PLACEHOLDER
  3
  5
  Eldritch Brand
  casting time: No action
  range: Self
  components: V
  duration: Concentration, up to 1 minute
  7
  9
  Banish
  casting time: No action
  range: Self
  components: V
  duration: Concentration, up to 1 minute
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  CHAPTER 33: PACT BOONS
  106
  
  You ask your patron for the ability to control others, and
  are rewarded with a bound familiar.
  Chained Familiar
  You gain a special trinket from your patron which allows
  you to summon a familiar and bind it to your will.
  Item, Trinket
  An eldritch trinket—such as a ring, bracelet, earring, or a
  diadem. While you are wearing this trinket, you can cast the
  Find Familiar spell as a ritual without spending material
  components.
  Your trinket bears the unmistakable mark of your patron
  —fiendish red veins, fey vines and flowers, aberrant runes
  and etchings, etc.
  Your familiar is shaped by your eldritch whims. At 1st-
  level, choose one of the Favored Familiar options. Your
  familiar may take the form of any tiny creature that has (a)
  your chosen creature type and (b) a maximum CR of 1/8.
  As you gain warlock levels, your familiar can take on more
  substantial—and powerful—forms.
  Level
  Max.
  Size
  Max.
  CR
  1st
  Tiny
  1/8
  3rd
  Small
  1/4
  5th
  Small
  1/2
  Level
  Max.
  Size
  Max.
  CR
  7th
  Medium
  1
  9th
  Medium
  2
  Some familiars may have extremely powerful abilities that
  can be problematic if left unchecked—gibbering mouthers,
  nothic insight, sea hag death glares, etc.
  A familiar can't cast spells nor spawn copies of itself. In
  addition, the GM may—at their discretion—choose to fuel,
  limit, or void any ability they consider game-breaking:
  Mutations
  Whenever you summon your familiar, you may choose one
  of the following mutations:
  Your familiar does not need to breathe.
  Whenever your familiar is reduced to 0 hit points, you can
  spend one hit die to reduce your familiar to 1 hit point
  instead.
  Your familiar gains a �ying speed of 40 feet.
  If your familiar forces a creature to make a saving throw, it
  uses your spell save DC.
  Your familiar's weapon attacks are considered magical for
  the purpose of overcoming immunity and resistance to
  nonmagical attacks.
  Your familiar gains a swimming speed of 40 feet.
  Familiar Telepath
  You can communicate telepathically with your familiar and
  perceive through your familiar's senses as long as you are
  on the same plane of existence.
  While perceiving through your familiar's senses, you
  can speak through your familiar in your own voice—even if
  your familiar is normally incapable of speech.
  Mutation Master
  Whenever you summon your familiar, you can choose two
  mutations to apply to it.
  Chain Tyrant
  You can spend your bonus action to command your
  familiar to make one attack.
  Pact of the Chain
  1
  Chain Trinket
  chain master: When you take the Attack action, you
  can forgo one of your own attacks to allow your familiar
  to spend its reaction and make one attack of its own.
  i remember: This trinket always summons the same
  familiar—same name, memories, personality, etc—but
  you may choose its form each time it is summoned.
  i serve: Your familiar has a personality of its own—it
  may or may not be happy to serve you. But whatever its
  attitude, the familiar must obey the command of
  whomever wears the trinket.
  Favored Familiars
  Aberrations and Beasts
  •
  Beasts and Fey
  •
  Beasts and Fiends
  •
  Beasts and Undead
  •
  Familiar Forms
  —
  —
  —
   
   
  EXAMPLE PLACEHOLDER
  Familiar Powers
  Fuel: The familiar's summoner must spend one spell slot
  each time this ability is used.
  Limit: This ability can be used only once, regaining
  expended uses when the familiar is re-summoned.
  Void: The familiar can't use this ability.
  •
  •
  •
  3
  Air is for the Living
  Bound by Blood
  Fly My Pretty
  Shared Power
  Silver Claws
  Under the Sea
  5
  7
  9
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  CHAPTER 33: PACT BOONS
  107
  
  You ask your patron for forbidden knowledge, and are
  rewarded with a tome of eldritch secrets.
  Book of Shadows
  You gain a book of forbidden knowledge from your patron,
  granting you more power over the arcane.
  Adding Rituals: When you �nd a ritual spell, you can
  add it to the book if the spell's level is equal to or less than
  half your warlock level (rounded up).
  For each level of the spell, you must spend 2 hours and
  50 gp for the rare inks needed to inscribe it.
  Item, Book
  An eldritch book of forbidden knowledge. While you are
  holding your Book of Shadows, you can cast your warlock
  spells as a ritual if they have the ritual tag.
  Your book bears the unmistakable mark of your patron—
  fiendish red veins, fey vines and flowers, aberrant runes and
  etchings, etc.
  Forbidden Knowledge
  Add two additional cantrips and one additional 1st-level
  spell that has the ritual tag to your Book of Shadows. These
  spells can be from any class spell list (and needn't be from
  the same list).
  Page of Eldritch Power
  A new page appears in your Book of Shadows—a page of
  eldritch power. Choose a power from the options below.
  Adding Names: A creature may spend an action to write
  its true name on the page. The page can contain a number
  of names equal to your Intelligence modi�er (minimum of
  1)—additional names (or false names) written on the page
  will fade after one minute.
  Removing Names: When you �nish a long rest, you may
  touch one page of power from your Book of Shadows and
  magically erase any names of your choice.
  Destroying the Page: The page naturally heals any
  damage to it. If the page is torn out of the book, that page
  turns to ash and a new one appears in the book—exactly as
  it was.
  You can cast the Sending spell, targeting a creature whose
  name is on the page, without using a spell slot and without
  using material components. To do so, you must write the
  message on the page. The target hears the message in
  their mind, and—if the target replies—their message
  appears on the page rather than in your mind. The writing
  disappears after 1 minute.
  The Patron Knows All: Your patron is fully aware of any
  message sent or received by your Book of Shadows.
  When any creature whose name is on the page is reduced
  to 0 hit points but not killed outright, the creature
  magically drops to 1 hit point instead.
  Once this magic is triggered, no creature can bene�t
  from it until you �nish a long rest.
  The Patron's Price: If a creature dies while their name
  is written on the page, their soul is claimed by your patron
  and you regain one expended spell slot.
  Focused Mind
  While you are holding your Book of Shadows, you have
  advantage on Constitution saving throws that you make to
  maintain your concentration on a spell.
  Archivist
  Your Book of Shadows gains another page of eldritch
  power. Choose a power—you may take the same option
  multiple times if you wish.
  Pact of the Tome
  1
  Book of Shadows
  forbidden cantrip: Choose one cantrip from any
  class spell list. While the book is on your person, you can
  cast that cantrip at will. It doesn't count against your
  number of cantrips known.
  forbidden ritual: Choose one 1st-level spell that has
  the ritual tag from any class spell list. The spell appears
  in the book and doesn't count against the number of
  spells you know. While the book is in your hand, you can
  cast that spell as a ritual.
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  3
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  5
  Mind Palace
  Deathly Note
   
   
   
   
  EXAMPLE PLACEHOLDER
  7
  9
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 33: PACT BOONS
  108
  
  You ask your patron for the power to destroy, and are
  rewarded with an eldritch wand of devastation.
  Wand of Devastation
  You gain a sinister wand from your patron through which
  you can harness their limitless, destructive power.
  While you are holding your pact wand, you can cast the
  Eldritch Blast cantrip at will.
  Item, Wand
  A wand of eldritch power. This wand crackles with strange
  energy and is unmistakably otherworldly in origin, bearing all
  the hallmarks of your patron—fiendish red veins, fey vines
  and flowers, aberrant runes and etchings, etc.
  Pact Feature (Pact of the Wand)
  A beam of crackling energy streaks toward a creature within
  range. Make a ranged spell attack against the target. On a
  hit, the target takes 1d10 force damage.
  Wand Powers
  Choose one of the following wand powers. Whenever you
  �nish a long rest, you may change your wand powers.
  Once per turn, when you hit a creature with eldritch blast,
  you can chill it. That creature's speed is reduced by 10 feet
  (to a minimum of 5 feet) until the end of its next turn.
  Once per turn, when you hit a creature with eldritch blast,
  you can leave a lingering decay. That creature can't regain
  hit points until the end of your next turn.
  Once per turn, when you hit a creature with eldritch blast,
  you can pull the creature 10 feet towards you in a straight
  line.
  Once per turn, when you hit a creature with eldritch blast,
  you can mark it with glowing energy. Until the end of your
  next turn, that creature can't bene�t from the invisible
  condition.
  Once per turn, when you hit a creature with eldritch blast,
  you can push the creature up to 10 feet away from you in a
  straight line.
  Once per turn, when you attack a creature with eldritch
  blast, you can ignore the effects of half and three-quarters
  cover.
  Once per turn, when you hit a creature with eldritch blast,
  you can shock it. That creature can't take reactions until
  the end of its next turn.
  Greater Devastation
  Choose one additional wand power.
  Destruction
  While you are holding the wand, you can spend an action
  to cast Destruction as a 5th-level spell.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Pact Feature (Pact of the Wand)
  Scattering beams of destructive force erupt from your wand.
  Each creature in a 60 foot cone must make a Dexterity
  saving throw. A creature takes 8d6 force damage on a failed
  save, or half as much damage on a successful one.
  Any creature that is reduced to 0 hit points by this spell
  is disintegrated.
  Disintegration
  While you are holding the wand, you can spend an action
  to cast Disintegrate as a 6th-level spell.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Pact of the Wand
  1
  Wand of Devastation
  Eldritch Blast
  casting time: 1 action
  range: 120 feet
  components: V, S
  duration: Instantaneous
  greater eldritch blast: Starting at 3rd level, once per
  turn when you hit a creature with eldritch blast, you can
  add your Intelligence modifier to the damage.
  superior eldritch blast: Starting at 5th level, you can
  choose to attack two separate targets. Make a separate
  attack roll for each target.
  3
  Chilling Blast
  Decaying Blast
  Grasping Blast
  Marking Blast
  Repelling Blast
  Seeking Blast
  Shocking Blast
  5
  7
  Destruction
  casting time: 1 action
  range: Self
  components: V, S
  duration: Instantaneous
  9
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 33: PACT BOONS
  109
  
  Eldritch Invocations
  A
  s your connection with your patron grows
  stronger, you are shaped—and reshaped—by eldritch
  power. With eldritch invocations, you can master unique
  spells and new, passive abilities.
  When you gain certain warlock levels, you are rewarded
  with eldritch invocations of your choice—as shown in the
  Invocations Known column of the Class Features (Warlock)
  table.
  Creating an Invocation
  If you need to create a custom invocation—for example, to
  better suit a speci�c character trait, story arc, or
  otherworldly patron—consider the following guidelines:
  Min.
  Level
  Guidelines
  2nd
  5th
  7th
  9th
  Spells are not always equal in power or utility. When using
  the above guidelines, make sure to compare your new
  invocation with other invocations within the same tier—
  adjust your new invocation accordingly.
  Choose Your Invocations
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Invocation Guidelines
  Cast a 1st-level spell at will (as a 1st-level spell),
  without expending a spell slot or material
  components.
  Gain proficiency in two skills.
  Gain a unique, character-changing passive feature.
  •
  •
  •
  Cast a 3rd-level spell once per long rest without
  expending a spell slot or material components.
  •
  Cast a 2nd-level spell at will (as a 2nd-level spell),
  without expending a spell slot or material
  components.
  Cast a 4th-level spell once per long rest without
  expending a spell slot or material components.
  •
  •
  Cast a 3rd-level spell at will (as a 3rd-level spell),
  without expending a spell slot or material
  components.
  Cast a 5th-level spell once per long rest without
  expending a spell slot or material components.
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  Guidelines
  34
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 34: ELDRITCH INVOCATIONS
  110
  
  These invocations are available to all warlocks, regardless
  of patron (unless your patron would specify otherwise).
  2nd-level Invocations
  Starting at 2nd-level, you can master these invocations.
  You can cast Mage Armor on yourself at will, without
  expending a spell slot or material components.
  You can cast Speak with Animals at will, without expending
  a spell slot.
  You gain pro�ciency in the Deception and Persuasion
  skills.
  You can see normally in darkness, both magical and
  nonmagical, to a distance of 120 feet.
  You can cast Detect Magic at will, without expending a
  spell slot.
  You can read all writing.
  You can cast False Life on yourself at will as a 1st-level
  spell, without expending a spell slot or material
  components.
  You can use your action to touch a willing humanoid and
  perceive through that creature's senses until the end of
  your next turn.
  As long as the creature is on the same plane of
  existence as you, you can use your action on subsequent
  turns to maintain this connection, extending the duration
  until the end of your next turn.
  While perceiving through the other creature's senses,
  you bene�t from any special senses possessed by that
  creature, and you are blinded and deafened to your own
  surroundings.
  You can cast Disguise Self at will, without expending a spell
  slot.
  You can cast Silent Image at will, without expending a spell
  slot or material components.
  You can cast Jump on yourself at will, without expending a
  spell slot or material components.
  You can cast Bane without expending a spell slot. You can't
  do so again until you �nish a long rest.
  5th-level Invocations
  Starting at 5th-level, you can master these invocations.
  You can cast Slow without expending a spell slot. You can't
  do so again until you �nish a long rest.
  When you are in an area of dim light or darkness, you can
  use your action to become invisible until you move or take
  an action or a reaction.
  You can cast Bestow Curse without expending a spell slot.
  You can't do so again until you �nish a long rest.
  7th-level Invocations
  Starting at 7th-level, you can master these invocations.
  You can cast Compulsion without expending a spell slot.
  You can't do so again until you �nish a long rest.
  You can cast Confusion without expending a spell slot. You
  can't do so again until you �nish a long rest.
  You can cast Polymorph without expending a spell slot. You
  can't do so again until you �nish a long rest.
  9th-level Invocations
  Starting at 9th-level, you can master these invocations.
  You can cast Levitate on yourself at will, without
  expending a spell slot or material components.
  You can cast Conjure Elemental without expending a spell
  slot. You can't do so again until you �nish a long rest.
  You can cast Speak with Dead at will, without expending a
  spell slot.
  Common Invocations
  2
  Armor of Shadows
  Beast Speech
  Beguiling Influence
  Devil's Sight
  Eldritch Sight
  Eyes of the Rune Keeper
  Fiendish Vigor
  Gaze of Two Minds
  Mask of Many Faces
  Misty Visions
  Otherworldly Leap
  Thief of Five Fates
  5
  Mire the Mind
  One with Shadows
  Sign of Ill Omen
  7
  Bewitching Whispers
  Dreadful Word
  Sculptor of Flesh
  9
  Ascendant Step
  Minions of Chaos
  Whispers of the Grave
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 34: ELDRITCH INVOCATIONS
  111
  
  Variant Dials
  I
  f you want to adjust the wicked warlock class
  to better suit your own campaign and playstyle, then
  consider these variant dials.
  This supplement uses Intelligence as the primary
  spellcasting attribute for the warlock. However, if you wish
  to use Charisma as your primary attribute:
  This supplement removes the RAW eldritch blast spell,
  replacing it with a new variant gained through the newly-
  added Pact of the Wand.
  If you want to continue using the RAW form of eldritch
  blast in your campaign, however, you may:
  1. Add the Eldritch Blast cantrip to the warlock spell list.
  2. Restore the Eldritch Blast themed invocations.
  3. Remove Pact of the Wand.
  If you don't want patrons to have a mechanical in�uence
  over your player's roleplaying choices, you may remove
  demands, transgressions, and eldritch favor.
  Instead, handle any interaction between your players
  and their patrons as you normally would.
  If your campaign supports multiclassing, apply these
  modi�ers to use Wicked Warlock as a multiclass option:
  This supplement emphasizes taking long rests as a primary
  recovery mechanic. But if you want to put more focus on
  taking short rests for your warlock, use this alternative
  class table.
  Warlock
  Level
  Spell Slots
  1st
  1
  2nd
  2
  3rd
  2
  4th
  2
  5th
  2
  Level
  Spell Slots
  6th
  2
  7th
  2
  8th
  2
  9th
  2
  10th
  2
  Charisma Spellcasting
  Replace any reference to your Intelligence/INT
  modi�er with your Charisma/CHA modi�er.
  You gain pro�ciency with Charisma saving throws
  instead of Intelligence saving throws.
  •
  •
  Eldritch Blasting
  No Demands or Favor
  Multiclassing
  Minimum Requirement: Intelligence 13.
  Pro�ciencies: Light armor, simple weapons.
  Pact Boon: Choose your pact boon at 3rd-level, not 1st-
  level.
  •
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Short Rest Recovery
  Class Features
  35
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 35: VARIANT DIALS
  112
  
  PART 12
  PART 12
  PART 12
  PART 12
  PART 12
  The Wizard
  The Wizard
  The Wizard
  The Wizard
  The Wizard
  Be a wondrous wizard.
  36 The Wizard
  The Wizard
  The Wizard
  The Wizard
  The Wizard
  p114
  p114
  p114
  p114
  p114
  Choose your own Arcane Tradition.
  37 Arcane Traditions
  Arcane Traditions
  Arcane Traditions
  Arcane Traditions
  Arcane Traditions
  p122
  p122
  p122
  p122
  p122
  Customise your class with variant options.
  38 Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  Variant Dials
  p124
  p124
  p124
  p124
  p124
  
  The Wizard
  Wizard
  Level
  Proficiency
  Bonus
  Cantrips
  Known
  Spell Slots
  Features
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  3
  2
  Spellscript, Spellcasting, Arcane Tradition
  2nd
  +2
  3
  3
  Arcane Recovery
  3rd
  +2
  3
  4
  2
  Arcane Tradition Features, Spell Research
  4th
  +2
  4
  4
  3
  Ability Score Improvement
  5th
  +3
  4
  4
  3
  2
  6th
  +3
  4
  4
  3
  3
  Arcane Tradition Features, Spellscript Savant
  7th
  +3
  4
  4
  3
  3
  1
  8th
  +3
  4
  4
  3
  3
  2
  Greater Ability Score Improvement
  9th
  +4
  4
  4
  3
  3
  3
  1
  10th
  +4
  5
  4
  3
  3
  3
  2
  Arcane Tradition Features, Signature Spell
  Hit Points
  Proficiencies
  Equipment
  Choose one of the following equipment options—preset or
  custom. You gain these items in addition to any other gear
  you might have (such as from your background):
  You gain a spellbook and 2d4 x 10 gold pieces (or 50 gp).
  You may spend some or all of this gold to purchase your
  own equipment.
  Class Features
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Hit Dice: 1d6 per wizard level.
  Hit Points (1st Level): 6 + your Constitution modi�er.
  Hit Points (Higher Levels): 1d6 (or 4) + your
  Constitution modi�er per wizard level after 1st.
  •
  •
  •
  Armor: None.
  Weapons: Daggers, darts, slings, quarterstaffs, light
  crossbows.
  Tools: None.
  Saving Throws: Intelligence, Wisdom.
  Skills: Choose two from Arcana, History, Insight,
  Investigation, Medicine, and Religion.
  •
  •
  •
  •
  •
  A. Preset Equipment
  A spellbook.
  (a) a quarterstaff or (b) a dagger.
  (a) a component pouch or (b) an arcane focus.
  (a) a scholar's pack or (b) an explorer's pack.
  •
  •
  •
  •
  B. Custom Equipment
  36
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  114
  
  As a wizard, you gain access to the following features.
  Spellscript
  You can read and write Spellscript, an academic language
  of glyphs, symbols, and notations used by wizards to
  record arcane knowledge and spells.
  See the Spellscript section (p119) for more details about
  this feature.
  Spellcasting
  You gain the ability to cast magic spells through careful
  study of spellbooks, glyphs, and arcane sigils.
  At 1st-level, you have a spellbook into which you can
  record your known spells and arcane research.
  See the Spellbook section (p120) for more details about
  your spellbook.
  At 1st level, you know three cantrips of your choice from
  the wizard spell list. You learn additional wizard cantrips of
  your choice at higher levels, as shown in the Cantrips
  Known column of the Class Features (Wizard) table.
  Memorable: Cantrips are simple enough for you to
  memorize—they don't need to be recorded or prepared.
  Replacing Known Cantrips: When you gain a wizard
  level, you can choose one of the wizard cantrips you know
  and replace it with a different cantrip from the wizard
  spell list.
  At 1st-level, you know six 1st-level spells of your choice
  from the wizard spell list. Write these into your spellbook.
  Recorded Knowledge: Spells of 1st-level and higher are
  too complicated to be memorized by mortal minds—write
  these spells into your spellbook to keep them recorded.
  Learning New Spells: Each time you gain a wizard level,
  you can add two wizard spells of your choice to your
  spellbook for free. Each of these spells must be of a level
  for which you have spell slots, as shown in the Class
  Features (Wizard) table.
  In addition, you may �nd other wizard spells—such as
  on scrolls and in spellbooks—on your adventures. If you
  can decipher their spellscript, you may be able to write
  them into your own spellbook.
  You must prepare the list of wizard spells that you can
  cast, choosing from your list of recorded wizard spells.
  Preparing Your Spell List: Choose a number of wizard
  spells from your spellbook equal to your Intelligence
  modi�er + your wizard level (minimum of one spell).
  Prepared spells must be of a level for which you have
  spell slots, and you must be able to access the spells in
  your spellbook as you're preparing them.
  Changing Your Prepared Spells: You can change your
  list of prepared spells when you �nish a long rest.
  Preparing a new list of wizard spells requires time: at least
  1 minute per spell level for each spell on your list.
  Number of Spells: your Intelligence modifier + your
  wizard level (minimum of one spell)
  The Class Features (Wizard) table shows how many spell
  slots you have to cast your prepared wizard spells of 1st-
  level and higher.
  To cast one of your prepared spells, you must expend a
  slot of the spell's level or higher. Casting a spell doesn't
  remove it from your list of prepared spells, and you regain
  all expended spell slots when you �nish a long rest.
  Intelligence is your spellcasting ability for your wizard
  spells. Use your Intelligence modi�er to set the saving
  throw DC or attack modi�er for any wizard spell you cast.
  Spell save DC: 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier: your proficiency bonus + your
  Intelligence modifier
  You can cast a wizard spell as a ritual if (a) the spell has the
  ritual tag and (b) you have access to the spell in your
  spellbook. You don't need to have a spell prepared �rst to
  cast it as a ritual.
  Class Features
  1
   
   
   
  EXAMPLE PLACEHOLDER
  1
  Spellbook
   
   
  EXAMPLE PLACEHOLDER
  Cantrips
  Spells Known of 1st Level and Higher
  Preparing Spells
  Preparing Spells
   
   
   
   
  EXAMPLE PLACEHOLDER
  Casting Spells
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spellcasting Ability
  Spellcasting Ability
  Ritual Casting
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  115
  
  You can use your spellbook or an arcane focus as a
  spellcasting focus for your wizard spells.
  When you �nish a long rest, you can choose one of the
  wizard cantrips you know and replace it with a different
  cantrip from the wizard spell list.
  Arcane Tradition
  Choose an Arcane Tradition. You gain features from your
  Arcane Tradition at 1st, 3rd, 6th, and 10th-level.
  Magic spells are categorized into eight traditional schools
  of arcane power. As you begin to train in your Arcane
  Tradition, some of these schools become easier—or more
  dif�cult—for you to learn and master.
  At 1st-level, you gain one Favored and one Clashing
  school of magic from your Arcane Tradition, with an
  associated feature for each.
  Arcane Recovery
  When you �nish a short rest, you can recover some
  expended spell slots by studying your spellbook. The spell
  slots must have a combined level equal to or less than half
  your wizard level (rounded up), and none of the slots can
  be 6th level or higher.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Spell Research
  As a student of the arcane, you are able to learn new
  wizard spells in your downtime through careful study,
  research, and experimentation.
  See the Spell Research section (p121) for more details
  about this feature.
  There are eight traditional schools of arcane magic:
  Ability Score Improvement
  You can increase one ability score of your choice by +2, or
  two ability scores of your choice by +1. You can't increase
  an ability score above 20 using this feature.
  Greater Ability Score Improvement: At 8th-level, you
  gain another ability score improvement.
  Spellscript Savant
  You have learned a new technique to improve the quality
  of your spellscript and spell writing. Choose one of the
  options listed below.
  Greater Spellscript Savant: At 8th-level, choose an
  additional feature. You can't choose the same feature more
  than once unless speci�ed otherwise.
  You have learned how to use notations more ef�ciently in
  your writing. When you write spellscript, you can spend
  one additional hour per spell level to compress your text.
  Compressed spellscript takes up half as much physical
  space as it normally would (rounded up) and—when
  calculating your spellbook's magical capacity—counts as
  half its normal spell level (rounded up).
  You can encrypt your spellscript, making it impossible for
  other wizards to decipher without your personal cypher.
  When writing new spellscript, you can spend 1
  additional hour per spell level to encrypt your text.
  Decryption: You can't prepare a spell by reading from
  encrypted spellscript—you must read from a decrypted
  copy. It takes 1 additional hour per spell level to decipher
  your own encrypted text.
  Physical Cypher: The cypher for your encryption is a
  set of arcane codes and substitutions too complicated to
  memorize—it must be written down somewhere, and you
  must be able to access it when encrypting or decrypting
  your spellscript.
  You have learned how to use cost-effective notations when
  writing spellscript. Spells count as one level lower than
  normal when calculating how much gold you must spend
  to write them.
  You can choose this option multiple times.
  You have learned how to read and write in arcane
  shorthand. You can write spellscript, decipher spellscript,
  and prepare spells in half the usual time (rounded up).
  Signature Spell
  Choose one 1st-level wizard spell from your spellbook to
  be your Signature Spell. While your signature spell is
  prepared, you may cast it as 1st-level spell without
  expending a spell slot.
  You can do this a number of times equal to your
  Intelligence modi�er, and you regain expended uses when
  you �nish a long rest.
  Spellcasting Focus
  Arcane Versatility
  1
  Favored & Clashing Magic
  2
  3
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Schools of Magic
  Abjuration: Block, banish, and protect.
  Conjuration: Summon things from other planes.
  Divination: Understand the past, present and future.
  Enchantment: Entrance and beguile.
  Evocation: Damage and destroy.
  Illusion: Deceive and trick the senses.
  Necromancy: Corrupt, curse, and control death.
  Transmutation: Change energy and matter.
  •
  •
  •
  •
  •
  •
  •
  •
  4
  6
  Compression
  Encryption
  Potent Glyphs
  Shorthand
  10
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  116
  
  Class Feature (Wizard)
  Cantrips
  01-04
  Acid Splash
  05-08
  Blade Ward
  09-12
  Chill Touch
  13-16
  Control Flames
  17-20
  Create Bonfire
  21-24
  Dancing Lights
  25-28
  Fire Bolt
  29-32
  Friends
  33-36
  Frostbite
  37-40
  Gust
  41-44
  Infestation
  45-48
  Light
  49-52
  Mage Hand
  53-56
  Mending
  57-60
  Message
  61-64
  Minor Illusion
  65-68
  Mold Earth
  69-72
  Poison Spray
  73-76
  Prestidigitation
  77-80
  Ray of Frost
  81-84
  Shocking Grasp
  85-88
  Thunderclap
  89-92
  Toll the Dead
  93-96
  True Strike
  1st-level
  01-02
  Absorb Elements
  03-04
  Alarm
  05-06
  Burning Hands
  07-08
  Catapult
  09-10
  Cause Fear
  11-12
  Charm Person
  13-14
  Chromatic Orb
  15-16
  Color Spray
  17-18
  Comprehend Languages
  19-20
  Detect Magic
  21-22
  Disguise Self
  23-24
  Earth Tremor
  25-26
  Expeditious Retreat
  27-28
  False Life
  29-30
  Feather Fall
  31-32
  Find Familiar
  33-34
  Fog Cloud
  35-36
  Grease
  37-38
  Ice Knife
  39-40
  Identify
  41-42
  Illusory Script
  43-44
  Jump
  45-46
  Longstrider
  47-48
  Mage Armor
  49-50
  Magic Missile
  51-52
  Protection from Evil and Good
  53-54
  Ray of Sickness
  55-56
  Shield
  57-58
  Silent Image
  59-60
  Sleep
  61-62
  Snare
  63-64
  Tasha's Hideous Laughter
  65-66
  Tenser's Floating Disk
  67-68
  Thunderwave
  69-70
  Unseen Servant
  71-72
  Witch Bolt
  2nd-level
  01-02
  Aganazzar's Scorcher
  03-04
  Alter Self
  05-06
  Arcane Lock
  07-08
  Augury
  09-10
  Blindness/Deafness
  11-12
  Blur
  13-14
  Cloud of Daggers
  15-16
  Continual Flame
  17-18
  Crown of Madness
  19-20
  Darkness
  21-22
  Darkvision
  23-24
  Detect Thoughts
  25-26
  Dragon's Breath
  27-28
  Dust Devil
  29-30
  Earthbind
  31-32
  Enhance Ability
  33-34
  Enlarge/Reduce
  35-36
  Flaming Sphere
  37-38
  Gentle Repose
  39-40
  Gust of Wind
  41-42
  Hold Person
  43-44
  Invisibility
  45-46
  Knock
  47-48
  Levitate
  49-50
  Locate Object
  51-52
  Magic Mouth
  53-54
  Magic Weapon
  55-56
  Maximilian's Earthen
  Grasp
  57-58
  Melf's Acid Arrow
  59-60
  Mind Spike
  61-62
  Mirror Image
  63-64
  Misty Step
  65-66
  Nystul's Magic Aura
  67-68
  Phantasmal Force
  69-70
  Pyrotechnics
  71-72
  Ray of Enfeeblement
  73-74
  Rope Trick
  75-76
  Scorching Ray
  77-78
  See Invisibility
  79-80
  Shadow Blade
  81-82
  Shatter
  83-84
  Skywrite
  85-86
  Snilloc's Snowball Swarm
  87-88
  Spider Climb
  89-90
  Suggestion
  91-92
  Warding Wind
  93-94
  Web
  3rd-level
  01-02
  Animate Dead
  03-04
  Bestow Curse
  05-06
  Blink
  07-08
  Catnap
  09-10
  Clairvoyance
  11-12
  Counterspell
  13-14
  Dispel Magic
  15-16
  Enemies Abound
  17-18
  Erupting Earth
  19-20
  Fear
  21-22
  Feign Death
  23-24
  Fireball
  25-26
  Flame Arrows
  27-28
  Fly
  29-30
  Gaseous Form
  31-32
  Glyph of Warding
  33-34
  Haste
  35-36
  Hypnotic Pattern
  37-38
  Leomund's Tiny Hut
  39-40
  Life Transference
  41-42
  Lightning Bolt
  43-44
  Magic Circle
  45-46
  Major Image
  47-48
  Melf's Minute Meteors
  49-50
  Nondetection
  51-52
  Phantom Steed
  53-54
  Protection from Energy
  55-56
  Remove Curse
  57-58
  Sending
  59-60
  Sleet Storm
  61-62
  Slow
  63-64
  Speak with Dead
  65-66
  Stinking Cloud
  67-68
  Summon Lesser
  Demons
  69-70
  Thunder Step
  71-72
  Tidal Wave
  73-74
  Tiny Servant
  75-76
  Tongues
  77-78
  Vampiric Touch
  79-80
  Wall of Sand
  81-82
  Wall of Water
  83-84
  Water Breathing
  4th-level
  00-02
  Arcane Eye
  03-05
  Banishment
  06-08
  Blight
  09-11
  Charm Monster
  12-14
  Confusion
  15-17
  Conjure Minor
  Elementals
  18-20
  Control Water
  21-23
  Dimension Door
  24-26
  Divination
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  117
  
  Class Feature (Wizard)
  27-29
  Elemental Bane
  30-32
  Evard's Black Tentacles
  33-35
  Fabricate
  36-38
  Fire Shield
  39-41
  Greater Invisibility
  42-44
  Hallucinatory Terrain
  45-47
  Ice Storm
  48-50
  Leomund's Secret Chest
  51-53
  Locate Creature
  54-56
  Mordenkainen's Faithful
  Hound
  57-59
  Mordenkainen's Private
  Sanctum
  60-62
  Otiluke's Resilient Sphere
  63-65
  Phantasmal Killer
  66-68
  Polymorph
  69-71
  Sickening Radiance
  72-74
  Stone Shape
  75-77
  Stoneskin
  78-80
  Storm Sphere
  81-83
  Summon Greater Demon
  84-86
  Vitriolic Sphere
  87-89
  Wall of Fire
  90-92
  Watery Sphere
  5th-level
  01-02
  Animate Objects
  03-04
  Bigby's Hand
  05-06
  Cloudkill
  07-08
  Cone of Cold
  09-10
  Conjure Elemental
  11-12
  Contact Other Plane
  13-14
  Creation
  15-16
  Danse Macabre
  17-18
  Dawn
  19-20
  Dominate Person
  21-22
  Dream
  23-24
  Enervation
  25-26
  Far Step
  27-28
  Geas
  29-30
  Hold Monster
  31-32
  Immolation
  33-34
  Infernal Calling
  35-36
  Legend Lore
  37-38
  Mislead
  39-40
  Modify Memory
  41-42
  Negative Energy Flood
  43-44
  Passwall
  45-46
  Planar Binding
  47-48
  Rary's Telepathic Bond
  49-50
  Scrying
  51-52
  Seeming
  53-54
  Skill Empowerment
  55-56
  Steel Wind Strike
  57-58
  Synaptic Static
  59-60
  Telekinesis
  61-62
  Teleportation Circle
  63-64
  Transmute Rock
  65-66
  Wall of Force
  67-68
  Wall of Light
  69-70
  Wall of Stone
  Spell List
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  XGtE
  —
  —
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 36: THE WIZARD
  118
  
  Spellscript is an academic language of runes, glyphs, and
  sigils used to transcribe spells and arcane knowledge.
  Wizard spells and scrolls are almost always written in
  spellscript—it is the common tongue of the arcane.
  Perhaps you were trained by a mentor, or you taught
  yourself through careful study of spellbooks, or a strange
  force burned magical words into your mind—whatever
  your background, spellscript is your key to arcane power.
  Your Writing Dialect
  Though the basic principles of spellscript are well
  understood, every wizard instinctively develops their own
  coded dialect which re�ects their individual tastes and
  writing style—spellscript is as much art as it is science.
  Choose your dialect from the Spellscript Dialect table
  below, or de�ne your own style:
  d10
  Handwriting
  Vocabulary
  Framework
  1
  Block
  Casual
  Abstract
  2
  Bold
  Chatty
  Aberrant
  3
  Cramped
  Concise
  Celestial
  4
  Fine
  Direct
  Common
  5
  Messy
  Elaborate
  Diagramatic
  6
  Slanted
  Formal
  Draconic
  7
  Spidery
  Obtuse
  Dwarvish
  8
  Tidy
  Opinionated
  Elvish
  9
  Wide
  Rambling
  Infernal
  10
  Wild
  Vague
  Mathematical
  Spellpaper
  Spellscript can only be written onto a magical surface—
  otherwise it begins to blur, fade, and then vanish after 1
  minute. For this reason, wizards like to record their spells
  on specially-crafted spellpaper and bind sheets together
  into large, magical spellbooks.
  Magical Capacity: One sheet of spellpaper can hold up
  to one spell level of magic power. A 1st-level spell, for
  example, can be written on one sheet of spellpaper—a 5th-
  level spell, however, requires �ve sheets.
  Crafting Spellpaper: If you are trained in arcana and
  calligraphy tools, you can transmute a normal sheet of
  paper into spellpaper. It takes 1 hour to infuse a sheet of
  paper with 0.5 gp of arcane dust. Any content on the paper
  remains intact during this process.
  Item, Wizard (Spellscript)
  A sheet of magical spellpaper. This paper is used to record
  magical spells and arcane knowledge.
  Writing Spellscript
  Once you have some spellpaper, it's time to start writing.
  As a wizard, you are typically using spellscript to write
  something new or make a copy of an existing spell.
  There are times where you are struck by inspiration and
  want to write something new—researching a new spell,
  sharing arcane knowledge with another wizard, recording
  your own magical discovery, etc.
  You must spend 1 hour and 10 gp per spell level (to a
  minimum of 1 hour and 0 gp) to successfully write your
  own original spellscript.
  Sometimes you want to make a written copy of a spell or a
  piece of spellscript writing—copying a spell from a magic
  scroll, deciphering an enemy's spellbook, recording some
  magic runes from an ancient ruin, duplicating your own
  spellbook, etc.
  The time needed to do this depends the author of the
  original material and their dialect of spellscript.
  Spellscript
  Spellscript Dialect
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spellpaper
  detectable: Spellpaper has a magical aura and can be
  detected by arcane senses (such as the Detect Magic
  spell).
   
   
   
   
  EXAMPLE PLACEHOLDER
  Writing Something New
   
   
   
  EXAMPLE PLACEHOLDER
  Making a Copy
  I wrote the original: you must spend 1 hour and 10 gp
  per spell level (to a minimum of 1 hour and 0 gp) to
  successfully write the copied spellscript.
  Someone else wrote the original: you must spend 2
  hours and 50 gp per spell level (to a minimum of 1 hour
  and 0 gp) to successfully write the copied spellscript.
  •
  •
   
   
   
   
   
  EXAMPLE PLACEHOLDER
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  CHAPTER 36: THE WIZARD
  119
  
  No self-respecting wizard is a wizard for long without a
  spellbook of their very own—a priceless tome in which to
  record spells and arcane knowledge.
  Your Spellbook
  Your spellbook is a unique tome with its own decorative
  �ourishes and margin notes.
  It might be a plain, functional leather volume that you
  received as a gift from your master, a �nely bound gilt-
  edged tome you found in an ancient library, or even a loose
  collection of notes scrounged together after you lost your
  previous spellbook in a mishap.
  Choose a description from the table below, or de�ne
  your own appearance:
  d10
  Cover
  Pages
  Style
  1
  Bone
  Cheap
  Aberrant
  2
  Clay
  Fine
  Celestial
  3
  Cloth
  Inky
  Common
  4
  Fur
  Lined
  Draconic
  5
  Leather
  Mottled
  Dwarven
  6
  Metal
  Odorous
  Elven
  7
  Paper
  Scrappy
  Ethereal
  8
  Plant
  Slippery
  Fey
  9
  Skin
  Textured
  Infernal
  10
  Wood
  Thick
  Orcish
  Magical writing is inherently powerful, and stacking
  multiple spells together in close proximity—such as in a
  spellbook—can have unpredictable consequences.
  A single spellbook can safely hold up to 50 spell levels
  worth of spells and arcane knowledge.
  Capacity Burnout: If your spellbook capacity is
  exceeded, your spellbook will purge itself and erase
  content at random until balance is restored.
  Item, Wizard
  A leather-bound tome with 50 blank vellum pages and 50
  spellpaper pages. The pages are mottled and the cover
  glimmers with an ethereal light. This book can be used to
  record magical spells and arcane knowledge.
  Volatile Power
  Spellbooks contain powerful magical writing that can be
  very unstable when handled improperly. If a spellbook is
  destroyed without proper caution—such as by being
  incinerated—it may erupt with magical force.
  Roll a d100—if the result is equal to or less than the total
  number of spell levels recorded in the book, it explodes.
  Each creature within 30 ft must make a Constitution
  saving throw:
  If the creature fails: it suffers 1d12 force damage, plus
  an additional 1d12 force damage for every 10 spell levels
  contained in the spellbook.
  If the creature succeeds: it takes half as much damage.
  Making a New Spellbook
  As a wizard, you may be required to make a new spellbook
  for yourself—to replace a lost book, to expand your
  magical capacity, or to use as a backup copy of an existing
  spellbook.
  Crafting a Spellbook: If you are trained in arcana and
  calligraphy tools, you can create a new spellbook by
  infusing a normal book with 25 gp worth of arcane dust.
  This requires 1 day of dedicated effort and attention, and
  the process turns 50 pages of the book into spellpaper.
  Alternatively—if you have 50 sheets of spellpaper—you
  can bind them together in an appropriate fashion to create
  your spellbook.
  Spellbooks
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spellbook Appearance
  Magical Capacity
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Spellbook
  detectable: This book has a magical aura and can be
  detected by arcane senses (such as the Detect Magic
  spell).
  capacity: This book can hold a total of 50 spell levels
  worth of spells and arcane knowledge.
  volatile: If this book is carelessly destroyed, roll 1d100
  —if the result is lower than or equal to the total number
  of recorded spell levels, it explodes with arcane force.
   
   
   
  EXAMPLE PLACEHOLDER
   
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  120
  
  As a student of the arcane, you are able to learn new
  wizard spells through careful study, research, and magical
  —oftentimes dangerous—experimentation.
  Spend your downtime running experiments and expand
  your spellbook with new arcane knowledge.
  Performing Research
  A wizard knows that to learn, you must study—and that
  means experiments. To perform some arcane research,
  there are four basic steps:
  1. De�ne your Research Topic: Choose a spell from the
  wizard spell list that you want to learn. The spell must
  be of a level that you have spell slots for.
  The dif�culty of your research is DC 5 + �ve times
  the spell level of your target spell.
  2. Setup your Laboratory: Assemble your research
  equipment and laboratory. At a bare minimum, you
  need access to your spellbook, inks, magical
  components, and some privacy.
  For every additional 100 gp you spend setting up
  your research—hiring assistants, buying components,
  renting equipment, etc—you gain a +1 bonus to your
  Research Check (limited to half your wizard level,
  rounded up) for the current workweek.
  3. Make a Research Check: Once you have everything set
  up, you can start to run your experiments.
  After one workweek has passed, make an Intelligence
  (Arcana) check and see the results using the Spell
  Research Outcomes table.
  4. Make a Complication Check: Finally, roll 1d10—if you
  roll less than or equal to the spell level of your research,
  there was a complication. Make a roll on the Spell
  Research Complications table.
  Once your research is resolved, you may choose to run
  another experiment—if there is downtime to spare.
  During your experiments and adventures, you may �nd
  research notes made by other wizards. These research
  credits can help you during your studies.
  When you make a research check, you can spend one
  research credit to add +2d4 to the result. For every
  additional research credit you spend, you gain a +1 bonus
  to the total result.
  Greater Researcher: Starting at 8th-level, the research
  you gain from your �rst research credit increases from
  +2d4 to +2d6.
  Research DC: 5 + (spell level x 5)
  Check: 1d20 + your Intelligence (Arcana) modifier
  Result
  Outcome
  −10 or
  lower
  Critical Failure: Your research causes an
  immediate, automatic complication. Roll on the
  Spell Research Complications table, resolve it,
  and then make a Complication Check as
  normal.
  −5 to −9
  No Progress: No effect.
  −1 to −4
  So Close: Gain a research credit.
  +0 to +9
  Success: Your research was successful. Spend
  50 gp per spell level to record your new spell in
  your spellbook.
  +10 or
  more
  Critical Success: Your research was very
  successful. Spend 20 gp per spell level to record
  your new spell in your spellbook.
  d10
  Complication
  1-2
  Destruction: There was a small fire and you
  accidentally singed your spellbook—lose one
  random spell from your spellbook (or the spellbook
  itself if you have no spells to lose).
  3-5
  Noticed: Your experiments have drawn unwanted
  attention from someone or something who will make
  your life more difficult, such as:
  5-8
  Backfire: An experiment backfired—you now suffer
  from a magical affliction. For example:
  1. You have turned yourself into a frog.
  2. Your skin turns a random color.
  3. All of your hair falls out.
  4. Your teeth turn sharp and black.
  5. Your head swells to twice its normal size.
  6. You periodically vomit up living slugs.
  7. Anything you touch by hand turns red for 1 hour.
  8. Your body grows a thick layer of animal fur.
  9. Your hands are turned into crab-like pincers.
  10. Words you speak are reversed.
  8-10
  Accident: Your research has caused an accident—you
  owe 1d10 x 10 gp per spell level to cover the
  damages.
  1. A demon.
  2. A higher power.
  3. A noble of the land.
  4. A thief.
  5. A mage hunter.
  6. A wild monster.
  7. A rival wizard.
  8. A zealous cleric.
  9. A furious druid.
  10. An angry mob.
  Spell Research
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Research Credits
  Spell Research
  Spell Research Outcomes
  Spell Research Complications
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 36: THE WIZARD
  121
  
  Arcane Traditions
  Y
  our study of magic has led you to develop an
  arcane traditions that de�nes your magical abilities.
  Perhaps your tradition was enforced through an
  overbearing mentor or school? Maybe you fell into it by
  chance, drawn by your natural talents?
  Whatever your education, this chapter introduces a
  variety of arcane traditions for you to master. Make your
  choice, continue your studies, and gain arcane power.
  Choose your tradition from one of the following options:
  Wondrous Wizard is a work-in-progress with a limited
  number of traditions. Future expansions of this supplement
  may (depending on demand and support) include:
  Got ideas for arcane traditions you want to see in the
  future? Make a suggestion at patreon.com/giffyglyph.
  Creating a Tradition
  To create your own Arcane Tradition (or to convert an
  existing tradition from other sources), follow these steps:
  1. Choose a Favored School: Choose a Favored school of
  magic and an associated feature. Use this to highlight
  the type of magic that your tradition is themed around.
  2. Choose a Clashing School: Choose a Clashing school of
  magic and an associated feature. A clashing school does
  not have to be the polar opposite of the favored school
  —it is simply the school that your tradition is least
  interested in.
  3. Create a 1st-level Feature: Arcane Traditions grant an
  introductory feature at 1st-level. Use this to set the
  tone for your tradition—create a feature that can be
  used either a) once per short rest, or b) a limited
  number of times per long rest.
  4. Create 3rd, 6th, and 10th-level Features: Arcane
  Traditions grant additional features at 3rd, 6th, and
  10th-level.
  And that's it, your tradition is complete!
  Choose Your Tradition
  Evocation: You are drawn towards powerful, element—
  and oftentimes destructive—arcane magic.
  •
  Traditions Yet to Come
  Divination: You can read the future and, with that
  knowledge, you can shape the present.
  Illusion: You dazzle and beguile creatures with illusions
  that can appear more real than reality itself.
  Necromancy: You have studied the forces of death itself,
  unlocking secrets from beyond the grave.
  Pyromancy: You are drawn inextricably to fire and the
  heat of its pure, searing power.
  Biomancy: Flesh is your canvas, and you are able to
  shape and craft it into something beautiful.
  •
  •
  •
  •
  •
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  37
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 37: ARCANE TRADITIONS
  122
  
  You focus your study on magic that creates powerful
  elemental effects—bitter cold, searing �ame, rolling
  thunder, crackling lightning, and burning acid.
  Some evokers �nd employment in military forces,
  serving as artillery to blast enemy armies from afar. Others
  use their spectacular power to protect the weak, while
  some seek their own gain as bandits, adventurers, or
  aspiring tyrants.
  Arcane Schools
  You gain the following features for your favored and
  clashing magic schools.
  You have a talent for reading the glyphs and symbols of
  evocation magic. The gold and time you must spend to
  write an evocation spell into your spellbook is halved.
  You �nd it more dif�cult to make sense of the sigils and
  writing structure of abjuration magic. The gold and time
  you must spend to write an abjuration spell into your
  spellbook is doubled.
  Elemental Spark
  When you cast a wizard evocation spell of 1st-level or
  higher that deals �re, cold, thunder, lightning, or acid
  damage, you can simultaneously create an elemental spark
  using a strand of the spell's power.
  Your spark closely orbits your body—you may choose
  the location when you create the spark. The appearance
  and damage type of your spark match the spell that it was
  created from. You can only have one active elemental
  spark at a time, and any active spark expires automatically
  when you �nish a short or long rest.
  You can use this feature once, and you regain expended
  uses when you �nish a short or long rest.
  Arcane Tradition Feature (Evocation)
  A spark of elemental energy (fire, cold, thunder, lightning, or
  acid) orbits your body. When you take damage from a
  creature that you can see, you may spend your reaction to
  do one of the following:
  When you take one of these actions, your elemental
  spark is expended and vanishes.
  Potent Cantrip
  You are able to rewrite your prepared cantrips so that your
  damaging cantrips can affect even creatures that avoid the
  brunt of the effect.
  When a creature succeeds on a saving throw against
  your cantrip, the creature takes half the cantrip’s damage
  (if any) but suffers no additional effect from the cantrip.
  Empowered Evocation
  You are able to enhance your evocation spells with
  destructive power.
  When you cast a wizard evocation spell, you can add
  your Intelligence modi�er to one damage roll.
  Overchannel
  When you cast a wizard spell of 1st to 5th-level that deals
  damage, you can choose to deal maximum damage with
  that spell. You must decide to do this before you roll
  damage for your spell.
  You can use this feature once, and you regain expended
  uses when you �nish a long rest.
  Evocation
  1
  Favored Magic
  Clashing Magic
  1
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Elemental Spark
  Feedback: You deal 1d10 damage to the creature. The
  damage type equals that of your spark.
  Deflect: You can reduce the damage you take by 1d6.
  •
  •
  greater elemental spark: Starting at 6th level, your
  Feedback damage increases from 1d10 to 2d10. In
  addition, your Deflect reduction increases from 1d6 to
  2d6.
  3
   
   
   
  EXAMPLE PLACEHOLDER
  6
   
   
  EXAMPLE PLACEHOLDER
  10
   
   
   
  EXAMPLE PLACEHOLDER
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 37: ARCANE TRADITIONS
  123
  
  Variant Dials
  I
  f you want to adjust the wondrous wizard
  class to better suit your own campaign and playstyle,
  then consider these variant dials.
  This supplement assumes a traditional form of spellbook.
  But if you want to use alternative spellbooks in your
  campaign—runes, foretelling bones, �owers, etc—consider
  the following:
  If your campaign supports multiclassing, apply these
  modi�ers to use Wondrous Wizard as a multiclass option:
  You don't gain a spellbook automatically as a result of
  multiclassing, so make sure that you have the means to
  acquire one.
  This supplement introduces the academic language of
  spellscript. But if this is not suitable for your own game,
  then consider the following:
  1. Remove the Spellscript (1st-level) and Spellscript Savant
  (6th-level) class features.
  2. Remove the spellpaper item and associated features.
  This supplement introduces a maximum capacity of 50
  spell levels to spellbooks. If you want to alter this to suit
  your game style, consider the following changes:
  Alternative Spellbooks
  Spellholder: Replace "spellpaper" with some other item
  onto which a spell can be imprinted—a runestone, a
  bone, special �ower petals, etc.
  Container: Replace "spellbooks" with some other form
  of container object—a bag, a box, a skull, etc.
  •
  •
   
   
  EXAMPLE PLACEHOLDER
  Multiclassing
  Minimum Requirement: Intelligence 13.
  Pro�ciencies: None.
  Arcane Tradition: Choose your arcane tradition at 3rd-
  level, not 1st.
  •
  •
  •
   
   
   
   
  EXAMPLE PLACEHOLDER
  No Spellscript
  Spellbook Capacity
  Extra-Limited Capacity: Decrease the maximum
  capacity to 30 spell levels.
  Extra-Thick Capacity: Increase the maximum capacity
  to 100 spell levels.
  No Maximum Capacity: Remove the Capacity and
  Volatile spellbook item features.
  •
  •
  •
   
   
   
  EXAMPLE PLACEHOLDER
  38
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  CHAPTER 38: VARIANT DIALS
  124
  
  APPENDIX
  APPENDIX
  APPENDIX
  APPENDIX
  APPENDIX
  The Extras
  The Extras
  The Extras
  The Extras
  The Extras
  Advance beyond 10th-level.
  A Beyond 10th-level
  Beyond 10th-level
  Beyond 10th-level
  Beyond 10th-level
  Beyond 10th-level
  p126
  p126
  p126
  p126
  p126
  Frequently asked questions.
  B FAQ
  FAQ
  FAQ
  FAQ
  FAQ
  p127
  p127
  p127
  p127
  p127
  
  Beyond 10th-level
  T
  he classes described in class compendium
  contain character features for levels 1-10. But what
  happens when ten levels aren't enough? What do you do
  when you want your campaign to go even further beyond?
  To keep playing beyond 10th-level, enable multiclassing
  and allow your players to gain levels in multiple classes.
  As players advance in levels, their pro�ciency bonus is
  determined by the total sum of their class levels—this is
  their character level. Use the Pro�ciency Bonus table to see
  what bonus is granted at each character level.
  Multiclassing Options
  If you want to customize multiclassing to better suit your
  game, consider the following options:
  You can only choose a new multiclass option once you
  reach 10th-level in a class.
  A character can have a maximum of three incomplete
  classes at any one time. Once a class reaches 10th-level,
  it's considered complete.
  Character
  Level
  Proficiency
  Bonus
  heroic
  1st
  +2
  2nd
  +2
  3rd
  +2
  4th
  +2
  5th
  +3
  6th
  +3
  7th
  +3
  8th
  +3
  9th
  +4
  10th
  +4
  paragon
  11th
  +4
  12th
  +4
  13rd
  +5
  14th
  +5
  15th
  +5
  16th
  +5
  17th
  +6
  18th
  +6
  19th
  +6
  20th
  +6
  Character
  Level
  Proficiency
  Bonus
  legendary
  21st
  +7
  22nd
  +7
  23rd
  +7
  24th
  +7
  25th
  +8
  26th
  +8
  27th
  +8
  28th
  +8
  29th
  +9
  30th
  +9
  astral
  31st
  +9
  32nd
  +9
  33rd
  +10
  34th
  +10
  35th
  +10
  36th
  +10
  37th
  +11
  38th
  +11
  39th
  +11
  40th
  +11
  Multiclassing
   
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  Focused Training
  Tri-classing
  Proficiency Bonuses
   
   
   
   
   
  EXAMPLE PLACEHOLDER
  A
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  APPENDIX A: BEYOND 10TH-LEVEL
  126
  
  FAQ
  T
  his section lists some of the most frequently
  asked questions regarding Class Compendium. If your
  question isn't answered here, do contact me.
  I personally don't run games beyond 10th-level—D&D
  doesn't offer me anything interesting beyond 10th-level
  that can't be done within 1-10, and I �nd 11-20 to be much
  more work for the GM due to the ever-increasing power
  level of players characters.
  By focusing on levels 1-10, we can hit the ground
  running from 1st-level and try to make every level feel
  signi�cant and distinct.
  Once the �rst phase of this supplement is complete (full 1-
  10 rules and 3 subclasses minimum for the 12 core classes),
  I'll see if there's anything interesting I can add that can
  support higher-level play—multiclassing expansions, epic
  boons, paragon classes, etc.
  I'm limited currently to the publicly-available D&D 5e
  material released through the SRD—which means I can't
  legally copy-paste many classes/subclasses (Arti�cer,
  Circle of the Moon, Great Old One, etc).
  Eventually, I intend (depending on interest/support) to
  create alternative versions of these to �ll in any gaps.
  No, you don't have to use everything in Class Compendium
  all at once. This supplement is written to be modular and
  interchangeable with RAW, so you can use as many—or as
  few—Class Compendium classes as best suits your table.
  No. This document—including my other supplements—was
  written and designed using my own custom-made
  HTML/CSS/JS framework.
  Feel free to reference parts of this supplement in your own
  free homebrew, with appropriate credit. However, please
  don't replicate it wholesale nor include my work in any
  for-sale variant.
  Not at the moment, no. I'm currently looking into this,
  however, as a few people have requested a print copy. In
  the meantime, this project (and most of my other work) is
  released on Pay-What-You-Want  terms.
  If this supplement has helped out your game and you'd
  like to support my work:
  
  Become a Patron
  
  Buy me a Coffee
  The Supplement
  Why only levels 1-10?
  Will you go beyond 10th-level?
  What about class/subclass x/y/z?
  Do I have to use everything?
  The Format
  Do you use Homebrewery or GMBinder?
  Can I copy bits of this?
  Can I buy a printed version?
  Patreon: Become a Patron (patreon.com/giffyglyph) to
  support this and my other projects.
  Ko-�: My Ko-� page (ko-�.com/giffyglyph) is always
  open to kind, one-off donations.
  Twitch: Join my Twitch channel (twitch.tv/giffyglyph)
  as a follower/subscriber.
  Spread the Word: If you've enjoyed my work, a
  tweet/like/review/etc would be much appreciated.
  •
  •
  •
  •
  B
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  APPENDIX B: FAQ
  127
  
  PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E
  WHAT'S NEXT?
  Darker Dungeons
  Want to make your D&D 5e campaign more deadly for your
  players? Then try Giffyglyph's Darker Dungeons, 110+
  pages of modular rules, tweaks, and advice:
  Manage equipment with a new inventory system.
  Track survival conditions in your game with hunger,
  thirst, and fatigue.
  Add lingering wounds and injuries to combat.
  Push characters to their breaking point with stress and
  af�ictions.
  Add risk to casting magic with magical burnout.
  Create randomised characters and 0th-level rookies.
  And more.
  gi�fyglyph.com/darkerdungeons
  Monster Maker
  Want to make some new D&D 5e monsters in just a few
  seconds? Then try Giffyglyph's Monster Maker, 60+ pages
  of monster tables, tweaks, and advice:
  Swap challenge ratings for easy monster levels.
  Build minions, elites, and solo monsters with simple
  monster stats.
  Give monsters an identity with monster roles.
  Add traits & powers for variety in your combat.
  Use freeform attacks for dynamic encounters.
  Build encounters in seconds with monster points.
  Run multi-phase boss encounters.
  And more.
  gi�fyglyph.com/monstermaker
  Roll20 Character Sheet
  Want to play Giffyglyph's Darker Dungeons online with
  Roll20? Then try Giffyglyph's Roll20 Character Sheet, a
  fully-featured and automated sheet compatible with any 5e
  game:
  A brand new layout and design.
  6 carefully laid-out tabs, panels, and options.
  Compatible with any D&D 5e game.
  Full drag-and-drop compendium support.
  Track your inventory using weight or slots.
  Toggle Darker Dungeons modules on or off to suit your
  own game.
  And more.
  gi�fyglyph.com/darkerdungeons/roll20
  Monster Maker App
  Want to create some new monsters using your phone or
  computer? Then try Giffyglyph's Monster Maker webapp:
  Create your own monster vault in a few clicks.
  Build minions, standards, elites, & solos.
  Apply monster roles for quick, balanced variety.
  Save your monster vault for later use.
  Customize monsters with traits, powers, & notes.
  Export your vault monsters to share with others.
  Build monsters in either quickstart or manual modes.
  Works on phone, tablet, or computer with a mobile-
  friendly and fully-responsive layout.
  And more.
  gi�fyglyph.com/monstermaker/app
  THANKS FOR READING
  WHAT'S NEXT?
  Try these other supplements & tools
  
  UNLEASH YOUR
  UNLEASH YOUR
  UNLEASH YOUR
  UNLEASH YOUR
  UNLEASH YOUR
  TRUE POTENTIAL
  TRUE POTENTIAL
  TRUE POTENTIAL
  TRUE POTENTIAL
  TRUE POTENTIAL
  You are an adventurer, thrust into a dangerous
  world of wild monsters, hidden traps, secret ruins,
  and priceless treasures. As you strike out into the
  world, what kind of adventurer will you be?
  This supplement offers new rules, options, and
  mechanics to help you harness your inner potential
  from levels 1-10.
  New CLASS RESOURCES and
  CLASS FEATURES for levels 1-10
  New 10TH-LEVEL CAPSTONE abilities
  New SUBCLASSES and SUBCLASS
  OPTIONS—choose your specialty
  from 1ST-LEVEL
  Consistent recovery rules—customise
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  Customise your class rules to suit
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  Includes printable ONE-PAGE PLAYSHEETS
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  GIFFYGLYPH
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Giffyglyph/Giffyglyph's class compendium v0_9.pdf