Tag: archetype

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  • Classes

    h2. *~Base Classes~* h3. "*Artificer*":http://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf * "*Alchemist*":http://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf * "*Gunsmith*":http://media.wizards.com/2016/dnd …

  • New Totems

    h2. *Additional Totem Options* [[File:359555 | class=media-item-align-center | Totem_Pict.jpg]] _See here for PHB [[Barbarian | Barbarian]]_ h3. *Totem Spirit* At 3rd level, when you adopt this path, you choose a totem spirit and gain its …

  • Blood Sorcerer

    _Blood Sorcerers have the ability to use their blood as a weapon. A Blood Sorcerer is a spontaneous caster and is a Blood Sorcerer at birth, sometimes it just takes longer for some to realize this power. It is said that the first Blood Sorcerer was …

  • Path of the Berserker

    _For some barbarians, rage is a means to an end-—that end being violence. The Path o f the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos o f battle, heedless of your own health or …

  • Path of the Totem Warrior

    _The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most …

  • College of Lore

    _Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use …

  • College of Valor

    _Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, …

  • Circle of the Land

    _The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest …

  • Circle of the Moon

    _Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with …

  • Thief

    _You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In …

  • Assassin

    _You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and …

  • Arcane Trickster

    _Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers._ …

  • Champion

    _The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows._ [[File:839401 | class= …

  • Battle Master

    _Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every …

  • Eldritch Knight

    _The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: …

  • Way of the Open Hand

    _Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can …

  • Way of Shadow

    _Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan …

  • Way of the Four Elements

    _You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this …

  • Hunter

    _Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to …

  • Beast Master

    _The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast …

  • Draconic Bloodline

    _Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might …

  • Wild Magic

    _Your innate magic comes from the wild forces of chaos that underlie the order o f creation. You might have endured exposure to some form o f raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. …

  • Oath of Vengeance

    _The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the w ill of the gods, when a thieves’ guild grows too violent and powerful …

  • Oath of the Ancients

    _The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called *fey knights*, *green knights*, or *horned knights*, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle …

  • Oath of Devotion

    _The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called *cavaliers*, *white knights*, or *holy warriors*, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of …

  • The Fiend

    _You have made a pact with a fiend from the lower planes of existence, a being w hose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to …

  • School of Abjuration

    _The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the …

  • School of Conjuration

    _As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and …

  • School of Divination

    _The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work …

  • School of Enchantment

    _As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. …

  • School of Evocation

    _You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies …

  • School of Illusion

    _You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards— …

  • School of Necromancy

    _The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a …

  • School of Transmutation

    _You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff o f creation and learn to alter both physical forms and mental …

  • Samurai

    _Samurai are professional warriors, members of the noble class who are trained in the arts of warfare. They are not only trained for their role in society, they are born for it—born into a system of allegiance, loyalty, and honor that influences every …

  • Oath of Death

    _When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the …

  • Knowledge Domain

    _"We cannot stop natural disasters but we can arm ourselves with knowledge: so many lives wouldn't have to be lost if there was enough disaster preparedness." -Petra Nemcova_ [[File:816561 | class=media-item-align-center | Cleric_of_Knowledge.jpg]] …

  • Oath of Chastity

    _A knight who vows against the unjust and fights to protect his city or perhaps a crusader who views himself as his gods' shield. Those who take he oath of chastity protect, that holds true._ [[File:387482 | class=media-item-align-center | …

  • Death Domain

    [[File:801530 | class=media-item-align-center | Cleric_of_Death.jpg]] h3. *Death Domain Spells* Cleric Level ............. Spells 1st ............. False Life, Ray of Sickness 3rd ............. Blindness/deafness, Ray of Enfeeblement …

  • Oathbreaker

    _An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains._ _A paladin must be evil to become an …

  • The Great Old One

    _Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to …

  • Cosmic Origin

    _"Colors collide and explode before my eyes. Energy seethes in the Chaos, in the hearts of dragons, behind the dependable cycle of the seasons, and amid the unbridled fury of the storm’s heart. This energy imprints my very blood!"_ _The sun, the moon, …

  • School of the Desert Wind

    _The School of the Desert Wind focuses on quick movements and swirling, flaming strikes. The scimitar, light mace, light pick, spear, and falchion are the preferred weapons of the Desert Wind School. The complex spinning and slashing of the curved blade …

  • School of the Diamond Mind

    _The School of the Diamond Mind allows a warrior to use her cunning, intellect, and feel for the battlefield against her enemies. Time seems to flow slower to a Diamond Mind Initiate. The bastard sword, rapier, shortspear, and trident are this discipline' …

  • School of the Iron Heart

    _The School of the Iron Heart focuses on pure weapon skill. Its students learn to complete fighting maneuvers that border on the supernatural. The Iron Heart's preferred weapons are the bastard sword, dwarven waraxe, longsword, and two-bladed sword. Its …

  • School of the Stone Dragon

    _Stone Dragon focuses on strength, power, and toughness. Its teachings grant a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon's defensive abilities focus on tapping into the enduring power of stone to turn aside …

  • School of the White Raven

    _White Raven teaches that the combined effort of several warriors wokring together far exceeds the efforts of those same warriors working individually. Adherents of this tradition serve as leaders and inspiring figures on the battlefield. This discipline' …

  • Life Domain

    [[File:818228 | class=media-item-align-center | Life_Cleric.jpg]] h3. *Life Domain Spells* Cleric Level ............. Spells 1st ............. _bless, cure wounds_ 3rd ............. _lesser restoration, spiritual weapon_ 5th …

  • Light Domain

    [[File:801527 | class=media-item-align-center | Light_Cleric.jpg]] h3. *Light Domain Spells* Cleric Level ............. Spells 1st ............. _burning hands, faerie fire_ 3rd ............. _flaming sphere, scorching ray_ 5th …

  • Nature Domain

    [[File:801528 | class=media-item-align-center | Nature_Cleric.jpg]] h3. *Nature Domain Spells* Cleric Level ............. Spells 1st ............. _animal friendship, speak with animals_ 3rd ............. _barkskin, spike growth_ …

  • Tempest Domain

    _It is not light that we need, but fire; it is not the gentle shower, but thunder. We need the storm, the whirlwind, and the earthquake._ [[File:908832 | class=media-item-align-center | tempest_cleric.jpg]] h3. *Tempest Domain Spells* Cleric Level …

  • Circle of Spirits

    _Druids of Spirits or "Shamans" are spiritual guides and practitioners, not of the divine, but of the spirit. Unlike some other mystics, shamans commune with forces that are not strictly benevolent. The spirits of beasts are chaotic, and left to their own …

  • School of Nethermancy

    _The nethermancer's methods were devised when renegade wizards fled to the Shadowfell long ago and delved into the plane's secrets and the malign influence found there. These original nethermancers identified shadow magic as the impetus for the Shadowfell …

  • Way of the Ink

    _Monks of the way of the ink follow a tradition that teaches the way of inscribing oneself with supernatural tattoos upon their skin. These monks often shave their head, speak in cryptic riddles and maxims, and-in many cases-travel the countryside …

  • School of Glyphomancy

    _A wizard who devotes his time to the study of written magic and spells inscribed within a perfectly rendered diagram._ [[File:452631 | class=media-item-align-center | Glyphomancer.jpg]] h3. *Book of Glyphs* A glyphomancer uses a unique system …

  • Witch Stalker

    _Whether you are a hired hunter who focus on cleaning up apostates, an assassin with a hatred for mages, or simply a hired tracker to find a sorcerer who has gone missing as of late. The Witch Stalker utilizes their abilities at tracking magical essence …

  • Trickery Domain

    [[File:840516 | class=media-item-align-center | trickery.jpg]] h3. *Trickery Domain Spells* Cleric Level ............. Spells 1st ............. _charm person, disguise self_ 3rd ............. _mirror image, pass without trace_ 5th …

  • War Domain

    [[File:840522 | class=media-item-align-center | War.jpg]] h3. *War Domain Spells* Cleric Level ............. Spells 1st ............. _divine favor, shield of faith_ 3rd ............. _magic weapon, spiritual weapon_ 5th …

  • Swashbuckler

    _You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically …

  • Storm Sorcerer

    _Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the …

  • Sharpshooter

    _One Shot... One Kill._ h3. *Steady Aim* Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you …

  • Mysterious Stranger

    h3. *Bonus Proficiency* When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the Stealth Checks. h3. *Lightning Reflexes* Starting at 3rd level, your movements on the battlefield are quick and deadly. …

  • Hexgunner

    h3. *Hexgunner Lore* At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn …

  • Dread Patron

    _“The black flames of their nightmares haunt enemies for years after the war has ended.”_ _It is said that the night before a war with the Moon Elves, often the enemy’s commanders suffer horrid nightmares. Images of Warlocks producing flames of eternal …

  • School of Golemancy

    _A golemancer is someone who specializes in golemancy, that is, the building, design, maintenance, and usage of golems. All colleges except static have a large number of golemancers, but static golemancers still exist._ _"When uttering the incantation, …

  • Mastermind

    _Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your …

  • Arcana Domain

    _Magic is an energy that suffuses the multiverse and the fuel both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with …

  • Banneret

    _Banneret are knights who hail from a mighty kingdom. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgement, bravery, and …

  • Way of the Long Death

    _Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their …

  • Way of the Sun Soul

    _Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature._ [[File:908830 | class= …

  • Oath of the Crown

    _The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the …

  • The Undying

    _Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize -like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the season, like the flicker of endless days and …

  • Bladesinging

    _Bladesingers are (traditionally elves) who bravely defend their people and lands. They are wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that …

  • Path of the Battlerager

    _Known as Kuldjargh (Literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body …

  • Archfey

    Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater …

  • Circle of the Scale

    _The Circle of the Scale is a sect of druidic dragon worshippers who resided in the foothills of dragon-infested mountains. The Circle was led by Skovac, a self-titled Scalebinder, who claimed that he could subvert the will of dragons with nothing but his …

  • School of Osteomancy

    _The pioneer of Osteomancy was an orc named Gunthil Rosenblot. He was a complex man, driven by passions no person truly understood. He was a curious scholar of necromancy and transmuatation who sought a merging of the two arts. His research led him to …

  • Pyromancer

    _Your innate magic manifests in fire. You are your fire, and your fire is you._ (Source: Plane-Shift Kaladesh) [[File:810957 | class=media-item-align-center | Pyromancy.jpg]] h3. *Heart of Fire* At 1st level, whenever you start casting a spell …

  • Way of the Shackled Beast

    _To unleash the beast within is to lose your soul to fury and make yourself a slave. A creature is only free when it understands itself. The beast must not be unleashed but rather set free. So it shall be with our people. Our salvation lies inward. To …

  • Domains of Sins

    [[File:737296 | class=media-item-align-center | Sinner_cool.jpg]] h3. *Domains of Sins Spells* Choose one of the following sub-domains. [[File:732396 | class=media-item-align-center | Domains_of_Sins.png]] h3. *Dark Devotion* At 1st level …

  • The Vermin

    _The skittering of multiple legs across the floor, the dronging of wings-these phenomena mark the passing of a vermin lord. This unthinkable entity prefers the caress of the crawling legs of an insect or the fluttering wings of a fly more than the touch …

  • Path of the Ancestral Guardian

    [[File:801522 | class=media-item-align-center | spirit_barb.jpg]] h3. *Ancestral Protectors* Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an …

  • Way of the Drunken Master

    _The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. …

  • Arcane Archer

    _Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful …

  • Oath of Conquest

    [[File:388405 | class=media-item-align-center | Crusader.jpg]] h3. *Tenets of Conquest* A paladin who takes this oath has the tenets of conquest seared on the upper arm. *Douse the Flame of Hope*. It is not enough to merely defeat an enemy in …

  • Official Hexblade

    _Like that of the sorcerer, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately …

  • Shadow Sorcerer

    [[File:840519 | class=media-item-align-center | Shadow_sorcerer.jpg]] h3. *Eyes of the Dark* Starting at lst level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn’t …

  • Path of the Storm Herald

    _All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, …

  • Path of the Zealot

    _Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots— warriors who channel their rage into powerful displays of divine power. A variety of gods across the Merovia inspire their followers to …

  • College of Glamour

    _The College of Glamour is the home Of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage Of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and …

  • College of Swords

    _Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they …

  • College of Whispers

    _Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College …

  • Forge Domain

    _The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge …

  • Grave Domain

    _Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include [[Strix | *Strix*]] and …

  • Official Samurai

    _The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting._ [[File:840524 | class=media-item-align- …

  • Cavalier

    _The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their …

  • Way of the Kensei

    _Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons._ _A kensei …

  • Inquisitive

    _As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel …

  • Scout

    _You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts …

  • Divine Soul

    _Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps …

  • Celestial

    _Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest …

  • School of War

    _A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, …

  • Oath of Redemption

    _The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and …

  • Gloom Stalker

    _Gloom Stalkers are at home in the darkest places: 1 deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, …

  • Horizon Walker

    _Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as …

  • Monster Slayer

    _You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, …

  • Circle of Dreams

    _Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids …

  • Circle of the Shepherd

    _Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on …

  • School of Dimensions

    _The School of Dimensions, often also refereed to as "Time or Space" Magic, usually consists of spells that increase or decrease speed, such as *Slow* and *Haste*, and those that manipulate the forces of gravity, such as *Reverse Gravity* and *Meteor …

  • School of the Elements

    _Elementalists study the basic building blocks of existence—air, earth, fire, and water—learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings._ _Elementalists often begin their careers as individuals …

  • Wall Captain

    _You direct your phalanx to maintain their shields in firm lock against whatever evil attempts to crash against it. You effortlessly guide your line to repel armies ten times the size. As a team, your group could withstand the onslaught of dragons, giants …

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