Additional Class Paths and Archetypes
Table of Contents
Barbarian Primal Paths
Path of the Totem Warrior
"The animal spirit guides and inspires me."
At 3rd level, when you adopt this path, you may choose a totem spirit from these additional options:
Bull. You can charge like a bull. While raging, if you move at least 10 feet in a straight line toward an enemy, you get advantage on your next melee attack roll you make this round against that enemy. You don't provoke attacks of opportunity when you take the dash action while raging. You have advantage on the shove action while raging.
Caribou. You are fleet of foot. While raging, your movement speed increases by 10 feet and all ranged attacks against you are made with disadvantage.
Lion. You are fearless. While raging, you have advantage on all saving throws against fear and fear effects. Once per rage you may roar as a bonus action, terrifying your enemies. All enemies within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened of you for 1 minute. They may save again at the end of each of their turns.
Seal.You gain the aquatic aptitude of the seal. While raging, you suffer no penalties for fighting underwater, you can hold your breath five times as long as normal, and you have advantage on all saving throws against cold damage.
Serpent.You move with the stealth of a serpent. While in a natural, outdoor environment, you have advantage on stealth checks. While raging, you gain a climb speed equal to your foot speed.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You may choose from these additional options:
Bull. You're a bull in a china shop. You inflict double damage against inanimate objects. While raging, you have advantage on attack rolls against constructs. You have advantage on any saving throws or ability checks made to resist forced movement, and all forced movement against you is halved.
Caribou. You gain the senses of the caribou. You have advantage on perception checks while in a natural, outdoor environment. If a combat ensues and any of your allies are surprised, you gain advantage on your initiative roll.
Lion. You are the king of the jungle. While you are raging, all allies within 10 feet of you have advantage on saving throws made to resist fear and fear affects. One time per rage, as a bonus action you may call out to your allies to rally. Until the end of your next turn, your allies within 30 feet of you that can hear have advantage on all saving throws.
Seal.You become more at home in the water. While in water, you gain tremorsense with a radius of 60 feet. While raging, you gain a swim speed equal to your normal speed.
Serpent.You gain the wisdom of the serpent. While raging, you have advantage on wisdom saving throws. Once per rage, you can use the insight of the snake to see the immediate future. You may choose to reroll one saving throw or attack roll. You must use the second roll.
At 14th level, you gain a magical benefit based on the totem animal of your choice. You may choose from these additional options:
Bull. You are territorial. While raging, as a bonus action you can designate a single point on the battlefield. You have advantage on attack rolls against all enemies who are within 10 feet of that point. You may not move the point once it is designated and you may only designate 1 point per rage.
Caribou. You have the powerful gore of the caribou. While raging, your melee attacks deal an additional 1d6 damage, and you can use a bonus action to push an enemy up to 10 feet away from you when you hit it with a melee weapon attack.
Lion. You have the powerful bite of the lion. While raging, once per turn one of your attacks does an additional 1d12 damage; if the target is currently frightened of you, the attack instead does an additional 4d6. The damage is the same type as the primary damage of the attack.
Seal.You are nearly invincible in the water. While raging and in water, you have advantage on all saving throws, and you can hold your breath 20 times as long as normal.
Serpent.You have the medicinal properties of the spirit of the serpent. While raging and conscious and while you are at half your hit points or fewer, you regenerate 5 hit point at the start of each of your turns.
College of Medicine
"I use my skill to heal and protect the sick."
The formal study of medicine began with the elves, but bards from the Kingdom of Farland officially founded the first medical academy. Bards of the college of medicine specialize in healing the sick and treating the injured. They have vast knowledge of herbs and poultices, and they use their skills in the arts to distract sufferers from their pain and to hinder their enemies.
Members of the College of medicine often create makeshift hospitals and gather together in informal medical schools, and they sometimes work closely with clerics to heal the wounded.
When you join the College of Medicine at 3rd level, you gain proficiency with the Medicine skill and with herbalism kits.
Also at 3rd level, you learn to grant great aid to those who are sick or injured. You gain the following benefits:
- You can use healer's kits as a bonus action.
- Whenever a creature uses one of your bardic inspiration dice, it also regains hit points equal to your level + the number it rolled.
- As a reaction, you can expend one of your uses of bardic inspiration to grant a creature you can see advantage on a saving throw against poison or disease.
At 6th level, you gain the ability to use your knowledge of herbalism to harm your enemies. If you possess a herbalism kit, you may use it to apply poison to your weapon, which takes an action and which uses up the herbalism kit. You gain the following effects for the next minute: once on each of your turns when you hit a creature with a weapon attack, you may either cause the attack to deal an extra 1d6 poison damage to the target or cause the target to have the poisoned condition until the end of its next turn. When you reach 12th level, you may either deal an extra 2d6 poison damage to the target when you hit with a weapon attack or you may cause the target to have the poisoned condition which lasts until it succeeds on a Constitution saving throw, the DC of which is your spell save DC. It makes a saving throw at the end of each of its turns.
At 14th level, you reach the pinnacle of your craft. You can spend 1 hour ministering to a creature. At the end of the hour, you remove all lingering injuries, diseases, and poisons affecting the creature. The creature also regains all its hit points, and it has advantage on the next saving throw it makes against poison or disease. You cannot minister to another creature until you have completed a long rest.
Fighter Martial Archetypes
"Give me my pike and my men, and I'll give you a skewered foe."
The pikeman is a specialized soldier trained in the use of the pike or polearm. These specialized fighters are as adept at close range fighting with their weapon as they are at long range fighting; in the hands of a pikeman, a polearm becomes a versatile and especially deadly weapon. But the pikeman is doubly lethal, because his tactical expertise directs his companions to make the most of their own weapons, even extending their reach. The city of Wyvernia has long been famous for its deadly pikemen.
When you choose this archetype at 3rd level, you gain the polearm master feat.
Break their Line
Starting at 7th level, you gain the Break their Line ability; while wielding a polearm, you can use a bonus action to inspire allies you can see to push back against their foes. Until the end of your next turn, every time you and each ally within sight hit with a melee attack, the person who successfully hits with the melee attack can push the target 5 feet. You cannot use Break their Line again until you complete a short or long rest.
At 10th level, you gain the Strike Early ability. When you use an action surge to make an attack, all allies you can see gain the reach property with their melee weapons until the end of your next turn.
Hedge of Pikes
At 15th level, you gain the ability to ward off enemies by keeping them at a distance with your threatening pike. When you use an action surge to make an attack with a polearm, you and all allies within 10 feet of you gain a +2 to AC until the end of your next turn.
Strike as One
At 18th level, you gain the Strike as One ability. While wielding a polearm, when you hit an enemy with a melee attack, you can choose up to 3 allies you can see to make melee attacks against targets of your choice as a free action. You cannot Strike as One again until you have completed a short or long rest.
"Your magic is a blight on this world. I'm the cure."
The Witch Slayer has determined that magic and those who use it are what is wrong with the world. He spends his life learning defenses against magic, so that he can track and kill those who use magic in a way that he sees as wrong. In the beginning, the Order of Witch Slayers was founded by an ancient king of Kelerak to combat a coven of wizards who threatened his throne, but later Witch Slayers became more diverse-- some have stayed true to the original code of their order, to slay evil spellcasters, but others live a mercenary life, hunting and killing magic users for pay.
When you choose this archetype at 3rd level, you gain the Mage Slayer feat. You can also cast the spell Detect Magic without components. You cannot cast Detect Magic from this feature again until you have completed a short or long rest.
Starting at 7th level, you can cast the spell Counterspell without components and as if you used a 3rd-level slot; strength is your spellcasting ability for this spell when you use your magical defense. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. At 15th level, your Counterspell from magical defense is cast as if you used a 5th-level slot.
At 10th level, you have advantage on saving throws against spells and other magical effects.
At 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.
Kill the Witch
At 18th level, when you hit a creature that has spellcasting ability (whether those spells are innate or prepared) with a melee weapon attack, you can deal an additional 5d8 radiant damage to that creature. When you deal the additional radiant damage, you can grant an ally that you can see an immediate saving throw. You cannot use kill the witch again until you have completed a short or long rest.
Paladin Sacred Oaths
"I would give my life for my charge... or yours, if you threaten him."
The history of the Council Sentinels extends all the way back to Seldorius and the second Cadre of the Wise. Attacked by unknown assailants, the archmage Seldorius of Farland recruited elite holy warriors to watch over the cadre meetings. Seldorius took great care to train and magically enhance these guardians. His teachings became the basis for the elite Council Sentinels. Although the Cadre has long since passed into legend, Council Sentinels can still be found standing guard over kings or treasure troves, and they still insist upon the full title of their order, out of pride in their ancient lineage. In fact, employing a Council Sentinel has long been a mark of prestige among kings and nobles of the Eastern Alliance Kingdoms.
Oath of the Sentinel
The Oath of the Sentinel binds a paladin to the ideals of service, sacrifice, and duty. Through their years of service, they learn the skills and dedication required to protect their valuable charges.
After a long rest, you may swear the Oath of Protection, a sub-oath of the Oath of the Sentinel. When you do this, you promise to protect someone even unto death. This person then becomes your charge until you swear another Oath of Protection to a different person.
Tenets of Council Sentinel
Though the exact words and strictures of the Oath of the Council Sentinel vary, paladins of this oath share these tenets.
Service. Follow your charge no matter what.
Courage. Never fear to act, though do so with caution.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect the charges entrusted to your care, and obey those who have just authority over you.
|Oath of the Sentinel Spells|
|3rd||Armor of Agathys, Ensnaring Strike|
|5th||See Invisibility, Warding Bond|
|9th||Crusaders Mantle, Haste|
|13th||Aura of Life, Guardian of Faith|
|17th||Greater Restoration, Seeming|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Menacing Aura: As an action, you present your holy symbol and pledge your vengeance on any who harm your charge. Choose one enemy within 60 feet of you; that target must succeed on a Wisdom saving throw. On a failed save, the target is frightened of you and your charge for 1 minute or until it takes damage. On a successful save, the target has disadvantage on its next attack against you or your charge.
Vow of Protection: As a bonus action using your channel divinity, you can make a vow of protection to your charge. Your charge gains advantage on all saving throws for 1 minute.
Starting at 7th level, you project a 10 foot aura of vigilance. While your charge is within the aura, friendly creatures within the aura cannot be surprised and enemy creatures within the aura do not gain advantage due to being hidden. At 18th level, the range of this aura increases to 30 feet.
Starting at level 15, casting warding bond on your charge is extra effective: The spell's duration increases to 24 hours and the spell only ends if you and the spell's target become separated by more than 120 feet. If you cast warding bond on your charge, you immediately regain the use of a 2nd-level spell slot.
At 20th level, as a bonus action you can activate Sentinel's Defense, and for 1 hour you gain the following abilities: Once per round you can negate the damage your charge takes while under the influence of warding bond. If your charge falls to 0 hit points, you can expend a use of channel divinity and your charge is reduced to 1 hit point instead.
"I bend my bow and you fall."
The archers of Kelerak are known throughout the continent for their skill with a longbow. This powerful weapon is feared by enemy infantry and knights alike, for it has been known to put an arrow through an armored man's thigh and sink it a foot into the horse on which he rides. Some archers are, however, feared in a way that the average archer is not, for they have honed a skill with their chosen bow that seems superhuman. These are the Kelerite Longbowman.
To become a Longbowman, you must have chosen archery as your ranger fighting style.
At level 3, you gain the Sharpshooter feat.
At level 7, your base damage with a longbow arrow becomes 1d10. Longbow arrows that you carry count as weighing half as much when you calculate encumbrance.
At level 11, once per round, you can declare one of your shots against a target to be a whelming shot. If you hit the target with your whelming shot, the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute or until it takes damage from you. The DC of this saving throw is 8 + your proficiency bonus + your Wisdom modifier. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
At level 15, when you score a critical hit with a longbow against a target, you gain advantage on every attack roll you make against that target for the next minute or until the target gains a critical hit against you.
"I walk in shadow so that others may walk in the light."
The Shadow Walker is a defender of elven lands, skilled in scouting, reconnaissance, and defense. Shadow Walkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the elven homeland. The Shadow Walkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of elven defense.
To take this ranger archetype, you must have been trained by other Shadow Walkers. For that reason, Shadow Walkers who are not elves are virtually unknown.
At level 3, as a reaction which you take when you are hit by an attack, you gain the ability to cloak yourself in an armor of semi-substantial shadow. Until the end of your next turn, you gain a +5 bonus to AC, including against the triggering attack. If an enemy misses you with an attack while you are wearing your Shadow Armor, you gain advantage on your next attack against that enemy. You cannot use your Shadow Armor again until you complete a short or long rest.
At level 7, you gain the ability to jump from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Master of Shadow
At level 11, you gain additional control of shadow. You have the following two abilities:
Create Shadow. As a bonus action, you can create a 10-foot radius area of dim light (shadow) on a point that you can see within 60 feet. Non-magical lights are dimmed, but magical lights function normally in this area. The duration of this effect is concentration, up to 1 minute. You can't create another shadow until you have completed a short or long rest.
Shadow Walk. You gain the ability to enter the Penumbra, the Plane of Shadow, as an action and use its reality-warping effects to move great distances at speed. You, your mount, up to five companions, and their mounts, can enter the Penumbra, disappearing from the material plane, and travel overland at twice the normal speed for up to four hours. While you travel in the Penumbra, you are not detectable on the material plane. Since you are on the border of the Penumbra, you are generally in no danger from its inhabitants. You can't Shadow Walk again until you have completed a long rest. You can't use Shadow Walk to take a mount into the Penumbra that is huge or larger.
At level 15, as a bonus action, you can wreathe a melee weapon in dangerous shadow, creating a shadowed weapon. For the next minute, your weapon deals an extra 2d6 necrotic damage. When you hit an enemy with the shadowed weapon, it must succeed on a constitution saving throw or be blinded. The DC of this saving throw is 8 + your proficiency bonus + your Wisdom modifier. A creature blinded by the shadowed weapon makes another Constitution saving throw at the end of each of its turns. On a successful save it is no longer blinded and can't be blinded again by this use of your shadowed weapon. You can't create another shadowed weapon until you have completed a long rest.
"An ancient spirit tells me secrets you wouldn't believe... for a price."
You have made a pact with an ancient and powerful ghost, a being whose aims are mysterious but who has unfinished business with the living. The ghost's motivations are personal, and it won't directly reveal them to you, but ultimately it hopes to use you to complete the unresolved task from its life. The only ghosts strong enough to forge a pact with a warlock are those who were particularly powerful when they were alive. You may be in league with a long-dead arch-mage, a powerful deceased cleric, a mighty fighter who fell in a battle of yore, or perhaps another warlock who died in service to her own pact.
Expanded Spell List
The Ghost lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list to you.
|1st||False Life, Fog Cloud|
|2nd||Gust of Wind, See Invisibility|
|3rd||Animate Dead, Feign Death|
|4th||Confusion, Phantasmal Killer|
Starting at 1st level, your patron grants you some of its undead resistance. When you are hit by an attack that does acid, cold, fire, lightning, necrotic, poison, or thunder damage, you can use your reaction to grant yourself resistance to that type of damage until the end of your next turn, including against the triggering attack. You cannot use your ghostly resistance again until you complete a short rest.
Starting at 6th level, you gain the ability to become ghost-like. As a bonus action, you take on a ghostly form: until the start of your next turn, you can move through creatures and objects as if they were difficult terrain, and your movement does not provoke opportunity attacks. You take 1d10 force damage and are shunted into the nearest unoccupied space if you end your movement inside an object. You cannot use your ghostly movement again until you complete a short or long rest.
Starting at 10th level, as an action, you can take on the terrifying visage of your patron. Each non-undead enemy within 60 feet of you and that can see you must make a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute. If a creature fails the save by 5 or more, it is paralyzed for 1 minute as well. A frightened or paralyzed target can repeat the saving throw at the end of each of its turns, ending both conditions on a success. If a target's saving throw is successful or either effect ends for it, the target is immune to your terrifying visage for the next 24 hours. You cannot use your terrifying visage again until you complete a long rest.
Starting at 14th level, you are able to possess and control a creature. As an action, you can cast the spell Dominate Person without using components. If you successfully dominate your target, you can choose to turn invisible simultaneously. You remain invisible until you no longer dominate the target, until you attack or cast a spell, or until you choose as a free action to turn visible. You can't use your possession ability again until you complete a long rest.