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Both download and print editions of such books should be high quality. Here is a sample of a page from a watermarked title:. File Last Updated:. This title was added to our catalog on September 06, Publisher Average Rating. See All Reviews. See all titles Need help? Common Questions FAQ. Submit Suggestion. Contact us. You may not have more than one diabolus poison damage, and immunity to the following summoned at a time. All diaboli under your command act on your initiative. When you gain this feature, you have the ability to summon minor diaboli.

Greater summons are granted to you through your Dark Path. Minor Diaboli 1 conjuring point : cacodaemon. Dark Path The pacts you have made thus far are with relatively minor creatures, but you have now drawn the attention of creatures of truly impressive power.

At 3rd level, you must choose to make a pact with either demons or with devils. At 6th, 9th, 15th, and 18th level you learn to summon more creatures determined by your Dark Path. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you cant increase an ability score above 20 using this feature. As a ritual with a casting with your diaboli. The range of your darkvision time of 1 hour, you can create an effigy bound to increases to feet. Whenever this effigy is within feet of Scion of Evil the target creature, it is considered to be the target Starting at 13th level, you gain advantage on saving creature when determining if you are able to see or throws made to resist the spells and effects of touch the creatureallowing you to deliver spell undead.

You also gain advantage to saving throws effects or even use your Necromantic Touch against made to resist the spells and effects of the type of them from a distance. Each time you do, the creature fiends you can summon via your Dark Path either makes an additional saving throw against your spell demons or devils. On a success, the effigy loses its magic and burns to ash. Diabolic Essence At 14th level you gain resistance to necrotic damage. Breathless Starting at 10th level, you no longer need to breathe.

Unbound Soul You gain advantage on saving throws against spells Beginning at 17th level, the range of your telepathy and effects that come from dangerous gases. As long as you have at least one diabolus on the same plane of existence, you can Diabolic Blood communicate with them using your telepathy. Your At 10th level, you gain immunity to poison damage darkvision can also see through magical darkness.

You can cast plane shift or teleport by expending 4 conjuring points. Master of Evil At 20th level you gain immunity to necrotic damage. You learn the true name of an extraplanar creature determined by your dark path, forcing it to become one of your diaboli: either a hezrou CR 8 or a chain devil CR 8.

You may expend 10 conjuring points to summon it. In addition, for a number of rounds equal to your proficiency bonus you do not take energy damage from an environmental effect of a plane that is not your own usually the Material Plane. You may spend a conjuring point to increase the duration of this feature to a number of minutes equal to your proficiency bonus. Afterward it can be extended by 1 hour per additional spent conjuring point. Additionally, whenever you are on a plane other than your own, you have advantage on all saves against any planar effects.

As though pursuit to power. Your agreement with infernal you were one among them, you can call on demons creatures allow you to call on them to do battle, to grant you aid, slay your enemies, and obey your practice guile, and otherwise serve you.

At 6th level, your unholy familiar is always a At 6th level, your unholy familiar is always a devil. It gains resistance to fire and thunder, and demon. It gains resistance to cold, fire, and lightning, blindsight with a range of 60 feet. You learn Infernal and how to summon devils to You learn Abyssal and how to summon demons do your bidding. At 9th, 12th, 15th, and 18th level to do your bidding. At 9th, 12th, 15th, and 18th level you can summon more potent devils to serve as your you can summon more potent demons to serve as diaboli.

Lesser Diaboli 2 Conjuring Points :. Moderate Diaboli 3 Conjuring. Dire Diaboli 4 Conjuring Points :. Greater Diaboli 5 Conjuring Points :. Epic Diaboli 6 Conjuring Points :. Diabolists cannot be of Good alignment. If your group uses alignment, a diabolist whose alignment becomes Good cannot level in this class again until their alignment changes from Good. Speed 30 ft. The cacodaemon regains 2 hit points at Magic Resistance.

The hydrodaemon has advantage the start of its turn if it has at least 1 hit point. If the on saving throws against spells and other magical cacodaemon takes radiant damage or damage from effects.

Impish, cyclopean cacodaemons are the weakest of Claw. On a failed saving throw the hosts that grow larger the longer a victim resists. Frog-like horrors that swim the River Styx, hydrodaemons devour souls that dare to dip their hands into the supernatural waters before their drop into the Abyss or arrival in Hell. The thanadaemon has advantage Hatred of Mirrors. When adjacent to a mirror or crea- on saving throws against spells and other magical ture wielding a polished metal shield, the abrikandilu effects.

The thanadaemon uses paralyzing gaze Innate Spellcasting. The abrikandilus innate spell- then makes two pole attacks or two claw attacks. The abrikandilu can in- target. The abrikandilu makes one bite attack Paralyzing Gaze. The thanadaemon fixes its gaze and two claw attacks. The Bite. If a targets saving throw is successful Aggressive, destructive demons that frequently fill or the effect ends for it, the target is immune to the out the infantry of Abyssal armies, abrikandilu thanadaemons gaze for the next 24 hours.

These fiends are These empowered skeletons ply the River Styx after driven to madness by the sight of their own mutated dying of old age and run ferries across its waters, reflections and they do whatever is necessary to transporting the newly deceased to the Abyss or destroy it, enraged by the reminder of what theyve Hell on ferries made from bones stripped clean of become.

The accuser devils records every- Innate Spellcasting. The contract devils innate thing it witnesses and can pass this information onto spellcasting ability is Intelligence spell save DC 15, another creature through visions.

The contract devil can in- can replay up to 24 hours of events it has seen to a nately cast the following spells, requiring no material willing creature, taking 1 round per hour of recorded components: images.

After replaying a vision, the accuser devil At will: detect thoughts, produce flame, tongues cannot replay it again. The contract devil makes two whipping acid damage.

A target hit by this attack makes a DC 12 contract attacks. Strength saving throw or gains the poisoned condi- Whipping Contract. A creature that has made any kind of Accuser devils are the souls of children that have agreement with the contract devil and takes damage been cast down to Hell, warped into stealthy from this attack makes a DC 15 Charisma saving sentries that can garner valuable secrets and share throw or gains the charmed condition for 1 minute.

These fiends frequently Those who make deals with fiends along the river goad fools into making deals without realizing their become daemons, lost souls in services of both errora mistake that proves severe indeed. Warmonger Devil Large fiend, chaotic evil Evil Presence. Speed 40 ft. Freedom of Movement. The warmonger devil makes one net Damage Immunities fire, poison attack and two trident attacks. Condition Immunities charmed, paralyzed, poisoned, Trident. Senses darkvision 60 ft.

Infernal Net. Hit: A Huge or smaller creature hit by the infernal net is restrained until it is freed. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success.

Dealing 10 slashing damage to the infernal net AC 13 also frees the creature without harming it, ending the effect and destroying the infernal net. Most of Hells legions are compelled to battle when called upon, but not every soldier does as they should; warmonger devils are responsible for enforcing morale in the weak of arm.

Even without a phalanx of troops around them, however, warmonger devils are terrors in combat, capturing foes before mercilessly stabbing them to death. O ne of her birds let out a low and quiet call, and the fey- walker responded with a muffled hoot that stopped the rest of her diminutive companions from spreading further throughout the treetops.

Focusing her mind on the bird, she left her body and saw through its eyes, spotting her quarry in a grove not far ahead before returning to her form and directing her humanoid allies to flank their nearby target. S neaking into the castle at night was simple enough without the need for subtletythe feywalkers vine had easily muffled the cries of the guards watching the walls.

They would not stir for some time. He dashed down into the royal dining room, feeling under the table for where the bribed servant left his plantwatchers.

The feywalker listened to the plantwatcher in horror, shocked by the traitorous words it recorded only hours ago. T he feywalker appeared from thin air and slammed her blade into her startled opponent, the weapon unleashing a skein of kaleidoscopic energy. The multihued spark leapt from her sword washed over her enemy in a blinding yellow hue, stripping them of their sight and rendering them vulnerable. These The first thing to decide when making a feywalker feywalkers flit around the battlefield in a terrifying is how your character came to this chaotic path: evasive barrage that baffles their foes as they wage were they approached by a fey, drawn to it through war alongside friends drawn from nature.

Tasting Chaos What makes them so anarchic? What inspired them Rumors among feywalkers claim that no two find to embrace their wild side? Diverse as their origins may be, these in nature that changes their fancy on any given day?

What not to be underestimated. Despite their irreverence, role do they have in the natural cycle of lifedoes feywalkers can be powerful allies to those who their presence forebode chaotic malevolence or earn their trust and relied upon to achieve their benign liberty?

Multiclassing To qualify for new class levels as a feywalker, you Unpredictable Adventurers must have Wisdom or Charisma 13 or better. You Feywalkers are shackled to nothing more than gain proficiency with light armor, medium armor, belief and desire, prone to a whimsy that some simple weapons, and one skill from the classs skill serious combatants find frustrating and difficult to list.

This makes their actions extremely difficult to predictwith no reliance on rhyme or reason, there is no telling how a feywalker will strike Class Features next.

A prevailing tendency towards entropy make As a feywalker, you gain the following class features. Variant Class Feature: Alignment Constitution modifier per feywalker level after Feywalkers cannot be of Lawful alignment. If your 1st group uses alignment, a feywalker whose alignment becomes Lawful cannot level in this class again until Proficiencies their alignment changes from Lawful.

Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons. Tools: Dice, playing cards, and two musical. Skills: Choose three from Athletics, Deception,.

Perception, Performance, Persuasion, and Survival. On a failure, the creature is background: affected by a calm emotions spell. You must complete a a scimitar or b a greataxe a short or long rest before you can use this soothing a a longbow and 20 arrows or b ten darts power again. If your companion Beginning at 1st level, you know how to speak, read, dies, you may spend 8 hours in meditation to and write Sylvan.

Many of your Additionally, as an action you imbue a number companions traits are determined by your primal of beasts equal to your proficiency bonus the ability sphere, but all fey companions have the following to understand Sylvan.

This does not grant those traits: creatures any additional intelligence, nor does it Your companions type changes to fey. These creatures Your companion gains a bonus to its Armor. You cannot use this feature again and saving throws it is proficient in equal to until you complete a long rest. Your companion may use your Feystep feature As a bonus action you can target one humanoid by expending one of your uses.

Your companion obeys your commands as best If the target can see you, it must succeed on a as it can. You can use this ability a number of Dodge action.

As a bonus action on your turn, times equal to your Charisma modifier. You regain you can verbally command your companion expended uses after a long rest.

As an At 7th level, you can spend your action attempting to action, you can command your companion to take over the mind of a creature you have charmed take a more complex action such as defend this with your Fey Charm ability.

You must be able to room or keep attacking that creature, which see the charmed creature and it must be within 30 it will continue to do until the task appears feet. The creature receives a Charisma saving throw to be complete or it receives a new command. On a failed save, your to take simple actions as an action, but cannot body becomes listless gaining the incapacitated command multiple companions to perform condition and your mind controls the body of the complex actions in the same turn.

The charmed creatures mind goes dark and it has no memory of the actions Ability Score Improvement you take with its body, which remains under your When you reach 4th level, and again at 8th, 12th, control until you end the effect, it travels to another 16th, and 19th level, you can increase one ability plane of existence, or it succeeds on a Charisma score of your choice by 2, or you can increase two saving throw. It may make another Charisma saving ability scores of your choice by 1.

As normal, you throw at the end of each of its turns. You may use cant increase an ability score above 20 using this this power for a number of rounds equal to your feature. Extra Attack Greater Fey Companion Beginning at 5th level, you can attack twice, instead At 9th level, you gain more Fey Companions or of once, whenever you take the Attack action on a more powerful Fey Companion based on your your turn. You can make one weapon attack yourself Primal Sphere.

Magic Resistance At 11th level, you gain advantage on saving throws Fey Nature against spells and other magical effects. Beginning at 6th level, you are able to breathe both air and water and you gain darkvision 60 feet. If you already have darkvision its range increases by 30 feet. Additionally, you gain immunity to the charmed condition.

This power functions as the teleport spell, including its familiarity restrictions and mishaps. You cannot use this feature again until you complete a short or long rest. Feystride Starting at 14th level, you may take up to 8 willing creatures with you when you use your Feydash ability.

You can use this ability again once you have completed a long rest. Superior Fey Companion Starting at 15th level, you gain more fey companions or a more powerful fey companion.

Fey Resistance Starting at 17th level, when you finish a short rest choose two of the following types of energy: force, necrotic, radiant, or psychic. You gain resistance to those two types of damage. You may choose to gain immunity to these damage types instead, but gain Bonus Proficiency vulnerability to another one of these damage types You gain proficiency in the Animal Handling skill. Fey Companion: Beast Feywalker Your Fey Companion is one of the following beasts: Beginning at 18th level, you and your fey baboon, badger, bat, black bear, blood hawk, boar, companions have unlimited uses of your Feystep camel, cat, crab, deer, draft horse, eagle, flying snake, feature.

Beasts Primal Sphere At 9th level, you may have two beasts from the 3rd-level list or one of the following: ape, axe beak, Cantrips brown bear, constrictor snake, crocodile, elk, giant You know three of the following cantrips: friends, badger, giant bat, giant crab, giant frog, giant goat, mage hand, magic stone, message, minor illusion giant lizard, giant owl, giant poisonous snake, illusions of beasts only , poison spray, resistance, giant rat, giant spider, giant toad, giant vulture, shillelagh, spare the dying, true strike.

You use giant wasp, giant weasel, giant wolf spider, hyena, Charisma as your spellcasting attribute and never octopus, panther, pteranodon, riding horse, tiger, require material components to cast these cantrips. You add your proficiency bonus to your Fey Companions Intelligence score. Starting at 7th level, you can mimic the sound of any At 9th level, you may have two awakened shrubs animal or the voice of any person you have heard.

A creature that hears the sounds can tell they are At 15th level, you may have three awakened imitations with a successful Wisdom Insight check shrubs or two awakened trees. A creature must choose to make Plantwatchers this check; it is not automatically granted a check At 7th level, you can transform a mundane plant into after hearing your mimicry.

Over the course of 10 minutes, you can imbue a small plant you can touch with limited Primal Feytrick sentience and a perfect memory. As an action, you Starting at 10th level, you may make a beast the can touch your plantwatcher to learn all it has seen subject of your Fey Charm and Feytrick features.

A plantwatcher has a Wisdom feywalker level instead of a number of rounds; it Perception modifier equal to your proficiency makes a new saving throw at the end of each minute bonus. Your plantwatcher returns to being a normal instead of each round.

Fey Sovereign At 20th level, your Strength, Dexterity, and Plant Empathy Constitution scores each increase their maximum Starting at 10th level, you can cast speak with plants possible totals to 22 and each increases by 2. Once you have cast one of these spells, you cannot cast the same spell again until you have completed a short or long rest. Plants Primal Sphere Fey Verdance Cantrips At 20th level, you gain immunity to poison damage You know three of the following cantrips: acid and immunity to the blinded, deafened, poisoned, splash, chill touch, control flames, fire bolt, friends, gust, and stunned conditions.

You gain advantage prestidigitation, produce flame, ray of frost, shocking on saving throws to resist effects that cause the grasp. You use Charisma as your spellcasting exhaustion, frightened, paralyzed, and petrified attribute and never require material components to conditions. Once per turn, You know three randomly determined cantrips from after you have used your Feystep feature, you can the following table reroll duplicate results. You deal an extra 1d6 damage to one creature you hit use Charisma as your spellcasting attribute and with an attack.

This increases to 3d6 damage at 9th never require material components to cast these level, 5d6 at 13th level, and 7d6 at 17th level.

When you gain a level you may randomly re-determine which cantrips you know. This condition persists for a 1 acid splash 11 message number of rounds equal to half your proficiency 2 chill touch 12 minor illusion bonus. On a 5 fire bolt 15 ray of frost success, the condition ends. Fey Companion Epic Feystrike Your Fey Companion is randomly determined and At 20th level, your feystrike does 4d8 additional changes whenever you take a long rest.

At 9th level, damage, and inflicts a condition from the Epic you may have two lesser fey companions or one Feystrike Conditions table. The target may make a greater fey companion. At 15th level, you may have Charisma saving throw at the end of its turn as the both for a total of three randomly determined Fey Improved Feystrike feature. A n elf silently makes her way through a dark corridor barricaded by steel bars, and so as not to leave a mark, she dissolves into slime to slip through the obstacle and slides, as a puddle, under an adjoining door.

A n eagle soars over the bridge guards, and as it passes the sun its shadow grows immensely, and a rampaging gorilla crashes to the earth to make short work of the obstacles. A halfling, squeezed at the waist and lifted off his feet by a burly half-orc, giggles and assumes the shape of a dragon, readying a breath weapon attack so as to lick his captors face with flames.

Shapeshifting Specialists Morphs are the embodiment of transformation. Whereas a druid looks at the power of beasts as just one weapon in their arsenal, the forms morph characters take are the core of their being. Each morph has an exceptional degree of versatility in adventuring, because they could as easily become a rat, wolf, or monkey to resolve the situation at hand. Furthermore, each morph has forms and problem- solving strategies they prefer.

Why hide when you can become a rat? Why cast spider climb when you can become a spider? Why don a disguise when you can simply assume a new identity?

For example, shapeshifting is a specialty of the a two javelins or b a hand crossbow and Shapeshift You slide between forms as easily as average mortals change clothes. This feature is identical to the Class Features druids Wild Shape aside from the differences listed As a morph, you gain the following class features.

You gain the shapechanger creature subtype. Hit Points As a bonus action, you can assume the shape of a Hit Dice: 1d8 per morph level beast you have seen before. Constitution modifier per morph level after 1st Shapeshifting Table Level Max. You begin with two uses of this feature, which are restored when you take a short rest or a long rest. You gain additional uses of this feature at higher levels, as per the Shapeshift Uses column on the Morph table. At 20th level, you can use your Shapeshift an unlimited number of times.

Your morph level determines the nature of the levels, you gain additional talents of your choice, as creatures you can transform into, as shown on the shown in the Talents Known column of the Morph Shapeshifting Table above. Starting at 6th level, you table. At 1st level, you are imbued with the essence of a shapeshifting archetype of your choice: the Refreshed Shifting Doppleganger, the Primordial Beast, or the Trickster.

Starting at 3rd level, you gain an extra use of Each is detailed at the end of the class description. Identity Coherence Morph Talents Starting at 3rd level, you carry over some additional No two morphs look or act the same. This is portions of your persona into your shapeshifted reflected in your repertoire of special talents. While shapeshifted, you can speak any At 2nd level, you gain two morph talents of your languages you know. While in shapeshifted form, choice.

Your talent options are detailed at the end of you can use any class features gained from levels the class description. When you gain certain morph taken in other classes, except for Spellcasting or features that replicate spells. For example, if you less than half your hit point maximum, you gain that have a signature hairstyle, pointy ears, wear an eye number of hit points as temporary hit points in your patch, etc. These temporary hit points disappear similar traits.

Enchanted Strike Starting at 6th level, attacks you make while Morph Talents shapeshifted or with the Natural Weapons feature If a morph talent has prerequisites, you must meet you gain from your Primordial Beast essence count them to learn it.

You can learn the talent at the as magical for the purpose of overcoming resistance same time that you meet its prerequisites. A level and immunity to nonmagical attacks and damage. Reactive Shifting Starting at 11th level, you learn to alter your form All-Terrain Physiology defensively. When you are subjected to an effect that Prerequisite: 15th level requires a Strength, Dexterity, or Constitution saving You can cast alter self at will, without expending a throw, you can Shapeshift as a reaction.

You make spell slot. Ancestral Beast Reiteration Prerequisite: Primordial Beast essence Starting at 13th level, you learn to recoil into another You can use your Natural Weapons feature while form instead of reverting to your true shape. If you shapeshifted. There is no limit to how many Natural drop to 0 hit points while youre shapeshifted, the Weapons you can manifest at once, and you can use attack didnt kill you, and you have a Shapeshift use an action to manifest them all at once.

On a success, you Shapeshift instead of Bestial Senses reverting to your normal form. Your new form takes Both in and out of shapeshifted form, you have any damage past that which reduced you to 0. DC increases by 5. When you finish a long rest, the DC resets to Changeling Charge You can use Shapeshift as part of your movement.

Shapechangers Youth When you do so, you benefit from both forms sizes, At 15th level, your amorphous nature restores your skills, saves, movement speeds, and moment-related body so that you suffer none of the frailty of old age, features until the end of your turn. If there is a and you cant be aged magically. You can still die of conflict, you choose which creatures statistics you old age, however.

In addition, when you complete use you can change this choice for other conflicts a long rest, you can alter your appearance to that of in the same turn. Multiple instances of the same any age.

Resistance to lightning damage. You Prerequisite: Trickster essence take necrotic damage equal to this creatures Hit As an action, you can use this talent to cast mirror Dies highest value when you begins your turn image on yourself, without expending material in or enter a square filled by at least 6 inches of components.

Once you use this talent, you cannot water. Form of Artifice Door Scratcher Prerequisite: 5th level While you have claws, such as when shapeshifted You can use your Shapeshift to turn into a or using Natural Weapons, you gain proficiency construct, or into a seemingly inanimate object up to with thieves tools, and you can treat your claws as one size larger or smaller than you. Once you do so, though they were thieves tools. As an object, you retain your normal statistics Doppelgangers Mask and cannot attack or cast spells.

As long as you Prerequisite: Doppelganger essence remain still and take no actions, you cannot be You can cast disguise self at will, without distinguished from a normal object of your type.

Any time you become unconscious or incapacitated due to a constructs nature, such as with an Draconic Ascension animated objects Antimagic Susceptibility, you Prerequisite: 9th level instead end your Shapeshift. You can expend two uses of Shapeshift at the same time to transform into a dragon of an appropriate Hybrid Brawler challenge rating.

The bonus action Prerequisite: 9th level claw attack now adds the better of your Strength or You can expend two uses of Shapeshift at the Dexterity modifiers to its damage roll. The tail attack same time to transform into an elemental of an now deals 1d4 damage and uses the better of your appropriate challenge rating.

Strength or Dexterity modifiers on damage rolls. Embody the Elements Liquid Form When you Shapeshift into a beast, you can choose Prerequisite: 5th level to enter that creatures form with the composition You can expend two uses of Shapeshift at the same of one of the elements.

If you do, choose one of the time to transform into an ooze of an appropriate following options. The creatures type becomes challenge rating. Split reaction, you control each ooze formed. Your Earth. Resistance to non-magical piercing and Shapeshift ends when the last ooze you control is slashing damage. Vulnerability to acid and reduced to 0 hit points. Any other ooze you control thunder damage.

Resistance to fire damage. Vulnerability to separated from any other by more than 50 feet cold damage. Resistance to cold damage. Vulnerability to.

Morphed Spells Prerequisite: Character level 18 You can now cast many of your spells in any shape you assume using Shapeshift. You can perform the somatic and verbal components of a spell while in an alternate shape, but any material Tiny Changeling components melded into your form cannot be You can use your Shapeshift to turn into a creature provided for the spell.

If that creature is humanoid, you do not gain its Mutable Identity equipment; instead your equipment re-sizes to fit Prerequisite: Doppelganger essence your new form. When you complete a long rest, you can change your race or subrace, replacing all your racial traits Thin as Air with that of your new race.

Once you do, you cannot Prerequisite: 5th level use this talent again until you complete two more As a bonus action, you can use this talent to cast long rests. Once you use this feature, you cant Mutual Transformation use it again until you complete a long rest. Prerequisite: 5th level You can use this talent to cast polymorph on Secrete Venom another creature, without expending material As an action while shapeshifted, you can secrete a components.

Your spellcasting ability for this spell is poison to coat one of your natural weapons or your your choice of Intelligence, Wisdom, or Charisma.

The poison may be any injury or contact poison If you are 17th level or higher, you instead cast that costs gp or less, such as drow poison or true polymorph.

The until you complete a long rest. Perpetual Mischief At every odd morph level, the value of the poison Prerequisite: Trickster essence you secrete increases by gp.

For example, at 5th You can cast spells obtained through your level you can secrete a poison worth gp or less. Trickster essence features or various morph talents Once you use this feature, you cant use it again even while shapeshifted. You can perform the until you complete a long rest. As a bonus action, you can use this talent to You can also use this talent to cast silent image. Once you use this feature, you complete a long rest.

Their victims should be When the mysterious events converge to create a much more wary of household pests and friendly morph, the character is imbued with the essence strangers. These entities vary from monsters to deities, and a morph under Friends of Iron their influence extend their mythic tradition.

To the Starting when you take this essence at 1st level, you untrained eye, there is little difference between the gain proficiency with hand crossbows, longswords, original being and a morph that carries its essence. You also gain proficiency with thieves tools. The Doppelganger Doppelgangers are monsters notorious for stalking, Shifters Surprise impersonating, and baby-snatching.

While many At 17th level, you can Shapeshift as part of an attack morphs are drawn to the power and utility of beasts, against a surprised creature.

Its presence is felt in the dominance the second replaces your oldest one. When you of the wolf, the eminence of the elephant, and the have more than one attack manifested at once, sovereignty of the sequoia. Morphs who inherit this you choose which one you perform with your essence obtain even more flexibility of their form, Unarmed Strike. Roar of Life At 17th level, your voice resonates with the ancestral Natural Weapons forces of creation.

You can use this feature to cast Starting when you take this essence at 1st level, you either power word kill or power word heal, even if you dont need steel to be dangerous. As a bonus action, are shapeshifted. Your spellcasting ability for these you can reshape a portion of your body to mimic an spells is Wisdom. Once you use this feature, you animals natural weapons. When you do so, choose cannot use it again until you complete a long rest.

For 10 minutes or until you Shapeshift, you can emulate that attack The Trickster with your Unarmed Strike. Tricksters from folktales break all the rules; they are Bite. Your attack and Their anticsclever or basedefy conventions and damage rolls are based on Dexterity instead of create new possibilities for everyone.

Particularly Strength. If you hit with this attack, you can jovial, clever, or foolish morphs tend extend the use your bonus action to attack with it again, trickster legacyeven if unwittingly so.

Starting when you take this essence at 1st level, Hooves. Your damage if the target is prone. It Wasnt Me Tail. Reach 10 feet.

You can use the better of At 17th level, with so many antics up your sleeve, your Strength or Dexterity modifiers for this causing several more deceptions is like waving your attack. This attack deals no damage; instead, fingers. You can use this feature to cast major image if the target is Large-sized or smaller it must as a 3rd-level spell. Once you do, you cant do so succeed on a Strength or Dexterity saving again until you complete a short rest or a long rest.

S ome adventurers work their whole lives to become great rulers, but to others, nobility is just the beginning of the adventure. The noble background provides a starting point, but what if you want your character concept to be mechanically supported from levels 1 through 20? The noble character class gives you this choice, allowing you to play and create valiant scions, nave princes, and highborn generals. Creating a Noble Most nobles prefer to achieve victory by empowering and strengthening comrades rather than doing dirty work themselves.

Multiclassing To qualify for new class levels as a noble, you must have Strength, Intelligence or Charisma 13 or better. You gain no proficiencies. Class Features As a noble, you gain the following class features. Constitution modifier per noble level after 1st. Proficiencies Weapons: Simple weapons Armor: None.

Saving Throws: Wisdom, Charisma. Skills: Choose two from: Deception, Insight,. Medicine, Performance, and Persuasion. Spur Ally Starting at 3rd level, you can target two allies with Beginning at 3rd level, you can use your reaction this ability. You can only use this feature once again after only a short rest. Starting at 13th level, this feature may be used again after a short or long rest. Direct Ally You are better at guiding allies than engaging the Ability Score Improvement enemy personally.

At level 14 you can use Dragons, Humanoids and Constructs as well and some of them deal magic damage for example. The Alchemist stinks as a spell caster and as a combatant so this pet is a major class feature and you can command it and spam your basic bomb. The Science of Creation I think passes my "do I want to play this class" test although a major downside is if your pet gets splattered and then you are up the proverbial creek without a paddle until you make a new one.

Its an interesting way of adding a pet to the game, gut feeling is the balance is about right, and it ticks all the right boxes for me interesting, doesn't suck, new and innovative, well designed. Both Alchemists also get a bit of utility although so do Lore Bards if you want to compare the Science of Desctruction to a blaster focused Lore Bard with hex eldritch blast, fireball, and wave of destruction.

The Science of Creation is my pick for playing. There is also another article with more subclasses for the alchemist- science of Illumination, Mutation, Regeneration. Think skill monkey, beatstick and healer but they are beyond the scope of this post. Last edited: Jun 7, The Cardcaster.

This is a class I am still struggling to grok and the rules seem a bit unclear over how many times you can cast your spells and you need a tarot deck which I am not familiar with so it kind of introduces a mini game.

I think it is trying to be some sort of caster with a semi randomised prepared spells with some limitations like the warlock. You refresh what options you can pick from and I think you can use them XYZ per day and you get some cantrips based on your subclass.

I don't really get the class, it kind of fails my "do I want to play this class" because of it, mechanically I am not sure how the class functions and I really do not want to use tarot cards as a class feature nor do I own tarot cards.

It does have a very interesting looking gish subclass class though the Knight of Swords which if the class functions the way I think it does might actually be the best arcane gish caster yet.

If anyone has actually played this class or at least gets it, feel free to comment below. Mechanically I just do not know. The Diabolist This class is another pet class that I suspect was outright broken when it was originally published.

A 9th level diabolist could have 3 CR 3 critters. Not to bad at lower levels but then by level 18 you could have 6 CR 6 critters and each one can get 2 or 3 attacks. The pet could be some form of minor undead, a demon or devil and you could pick them from the Conjured Horrors article on EN5ider.

You have the option of making that pet an undead with various immunity and resistances. You can also cast some cantrips and get an ability every level since you are not a primary spellcaster as such with level spells. You also get a scaling class "cantrip" necromantic touch which is similar to vampiric touch and is at will. Your pet goes on your initiative and requires no action to control. In a worst case scenario of your pet dying and you lack the points to summon another one you are also in a better position than an Alchemist who loses their pet or a wizard or sorcerer who has run out of spell slots.

At low levels your pet is also probably fairly weak such as a zombie or skeleton but you have cantrips, dark touch and masterful presence to fall back on. At higher levels you get more power pets, your cantrips and dark touch scale, and you get various class abilities making you immune or resistant to various things.

So does this class pass the "Do I Want to play this class test". From a flavour point of view personally no, I'm not really into fiend summoning etc. Mechanically though I think it does. Originally published I thought it was one of the more interesting classes both in flavour and mechanics with 1 odd thing. It got its second attack at level 7 while every other warrior class got it at 5.

The revised AToC Feywalker gets its at 5. So what is the basic function of a Feywalker? Its basically a misty step type warrior fey step lvl 2, bonus action 1 per short rest per point of proficiney bonus with a pet and fey themed abilities is perhaps the best way of describing it. So at 1st glance why do another pet class where the beastmaster Ranger is kinda meh. Put simply the Feywalker pet is better.

You use your bonus action to command it instead of your action, and you get the same benefits as the Beastmaster adding proficiency to AC etc. Additionally your pet also scales with the option to have multiple pets or a bigger on at higher levels pixies, dryad, awakened shrubs. Most of the basic beasts from the MM and some dinosaurs are available and they can all get the "beastmaster" template and can be commanded as a bonus action. Not a bad deal IMHO compared with a bonus dice of damage hunters quarry or the benefits of a weapon style.

Your pet can also fey step using your use of its ability. Put simply you can have an attack action use your bonus action to command your pet, which can use its bonus action to fey step and then unleash its attacks.

The Feywalker also picks up an extra skill and it has 3 subclasses. They are Beast, Plant and Entropic primal spheres. The subclasses do not give you that much as most of the Feywalkers features are built into the base class. These are not all the class features you get with the subclasses just the main ones. Beast The beast primal sphere give the feywalker the beast animal followers and you can pick up 3 cantrips one of which is shilleagh.

You use your charisma for these spells and if you do not mind using a staff you can key your attacks off charisma as well as dex and strength. Most of this sub class ability is very nasty beasts. Plant You advanced pets are limited to awakened shrubs and trees, but you have the best cantrips and pick up the nature skill for free.

You can pick up acid splash, shocking grasp, firebolt or ray of frost for example. Its capstone is immunity to various conditions and advantage on saves vs most of the rest. Entropic You get 3 random cantirps and can reroll them every time you level up, and you pick up insight and acrobatics as skills 7 total. Overall I like the Feywalker.



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