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Marvelous Archetypes (Full) - Sample

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0% found this document useful (0 votes)
64 views83 pages

Marvelous Archetypes (Full) - Sample

Uploaded by

twofacedweirdo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 83

Credits Contents

Project Management: Darren Kenny


Editor: Ryan Langr Introduction
Layout Design: Vall Syrene
Cover Art: Vinicius Gorg
https://www.artstation.com/viniciusgoro Episode I: Heroes of Justice
Interior Art: LPJ Design
Authors: Darren Kenny, Vall Syrene, Baden White,
Blake Jones, Bryan Holmes, Chris Hopper, Cindy Episode II: Marvelous Heroes
Butor, Eric Tkachuk, Griffin Fredette, Iam Pace,
Jackson Lewis, Jason Miscia, Jeffrey Ludwig, Jesse
McNamee, Joe Gaylord, Joshua Barbeau, Kai Linder,
Episode III: Mutant Heroes

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Liam Murray, Marc Anderson, Mike Olson, Nikolas
Totief, Rodrigo Kuerten, Sean Lantz, Wyatt Trull Episode IV: Dark Heroes

Episode V: Heroes of Obscurity

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Episode VI: From The Creators

On The Cover
An assortment of heroic individuals from all walks of life assemble to take on a great threat in this digital painting by Vinicius Goro

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica,
Theros and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Darren Kenny, Vall Syrene, Baden White, Blake Jones, Bryan Holmes,
Chris Hopper, Cindy Butor, Eric Tkachuk, Griffin Fredette, Iam Pace, Jackson Lewis, Jason Miscia, Jeffrey Ludwig, Jesse McNamee,
Joe Gaylord, Joshua Barbeau, Kai Linder, Liam Murray, Marc Anderson, Mike Olson, Nikolas Totief, Rodrigo Kuerten, Sean Lantz,
Wyatt Trull, and published under the Community Content Agreement for Dungeon Masters Guild.

2
Introduction
Marvelous Heroes: Ultimate Edition is a digital supplement created for use with the Dungeons & Dragons 5th edition
ruleset. It contains a collection of comic-book themed heroic archetypes, inspired by various cape crusaders throughout
the golden age of comics and beyond.
Each archetype has been inspired by a particular super-heroine or hero, ranging from the easily recognizable
to the exceptionally obscure, providing a mountain of content and asymmetric play-styles you can explore in
your home games.
This book assumes you have access or knowledge of the Dungeons & Dragons basic rules, Player's Handbook,
Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and the Monster Manual.
When a creature or item is referenced from the Monster Manual, it is mentioned in bold. Spells featured in this
supplement can be found in the Player's Handbook, Xanathar's Guide to Everything, or Tasha's Cauldron of Everything.

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“One person can make all the difference”.
This is the mantra of a true hero, one who takes their power and commits themselves
to making the world a better place. Heroes come in all shapes and sizes, fighting to
protect the world from those who would corrupt and destroy it.

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"Some heroes are born with their powers, through
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bloodlines or mutations. Other have their power thrust
upon them through circumstance, stepping into their new
life as a hero. And there are those who create their power,
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through ingenuity and dedication, rising from normality
to be exceptional."
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"But not all seek power for the good of others. There
are the fallen heroes. Those who gave up on seemingly
frivolous concepts like law, order and justice. Taking the
role of judge, jury and executioner upon themselves, they
take to the streets to fix the world as they see fit."
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"Whether you were born with the gift, sought out some
power or had this role thrust upon you, all who walk the
path of a hero must remember:"

"With Great Power, Comes Great Responsibility."

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Whether by divine gift or natural ability, you draw your power from the Sun itself! Granting you the power to unleash
terrible blasts of fire, drastic enhancements to your strength and even the ability to fly!

Solar Rage Burning Gaze


Starting at 3rd level, when you enter your rage you tap Starting at 6th level, while raging you can use an action
into the solar energy that your body absorbs, unleashing to unleash a blast of fiery energy from your eyes in
it onto your foes. You gain the following abilities a 30-foot line. All creatures in this line must make a
while raging. Dexterity saving throw (DC = 8 + your proficiency
• You gain +1 to your AC. This increases to +2 at 14th bonus + your Constitution modifier), taking 2d8 fire
level and to +3 at 20th level. damage on a failure or half as much on a success.
• Your Strength score and maximum Strength score This damage increases to 3d8 damage at 10th level,

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gain a bonus equal to your rage damage bonus. to 4d8 at 14th level, and to 6d8 at 18th level.
• You have advantage on Wisdom (Perception) checks
that rely on sound. Ascension
• You can use a bonus action on your turn to attempt
to detect an invisible creature within 30 feet of you. At 10th level, the power of the sun grants you the

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You can detect the invisible creature with a successful ability to fly. While raging, you gain a flying speed
Wisdom (Perception) check contested against the equal to your movement speed.
creature's Dexterity (Stealth) check.
Gods Amongst Us
At 15th level, the effects of the sun become
permanently infused in your body. You gain all
the benefits of your Solar Rage even when you are
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Barbarian: Path Of The Solar


Episode 1| Heroes Of Justice

5
Bard: College Of The Banshee
Episode 1| Heroes Of Justice

This enigmatic college is selective and secretive, choosing only the most promising and loyal recruits
These young bards are rigorously tested and trained before the coveted mysteries of the college are revealed to them.
The college transforms a bard into a living siege engine capable of shattering castle walls and laying low units of soldiers
with their mere voices.
While they are respected for their capabilities, they are feared for their power. Few openly dare denigrate such a bard,
but there is an air of dread that preludes their arrival and an anxious relief in their departing wake.
When they aren’t serving on the battlefield or hunting down dangerous creatures, they are often hired to deliver royal
announcements to large crowds, serving as a symbol of might for the governing body and for the practical purpose of
their words carrying a great distance.

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Powerful Voice Imbued Scream
Beginning when you select this college at 3rd level, your Beginning at 6th level, you have learned to empower

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practice of honing your songs and screams into deadly your wails with your spells. When you use your
magic grants you the ability to cause your voice to carry Thundering Wail ability, you can expend a spell slot to
clearly for up to 300 feet at will. increase the effectiveness of the scream with one of the
As an action, you can use your voice to create a following options:
60-foot-cone of strong wind. This disperses natural gases Deep Breath. Increase the wail’s line by a number
and effects such as fog cloud, stinking cloud, and cloudkill. of 20-foot increments equal to the level of spell slot
Additionally, flying creatures in the area must land at expended or increase the wail’s cone by a number of 10-
the end of their turn or fall prone. foot increments equal to the level of spell slot expended.
For example, if a 7th-level bard expends a 3rd-level spell
slot to increase the area of effect of Thundering Wail’s
Thundering Wail
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At 3rd level, you learn how to focus your voice into a
potent weapon. As an action, you can expend and roll
a Bardic Inspiration die to emit a blast of energy that
cone, the cone increases from 30 feet to 60 feet. If the
same bard were to expend a level 3 spell slot to lengthen
the line effect of Thundering Wail instead, it would
increase from 60 feet to 120 feet. The width of the line
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is your choice of a 60 feet long and 5 feet wide line or element remains at 5 feet.
a 30-foot cone. Each creature in that area must make a Discordant Howl. Increase the wail’s damage by a
Dexterity saving throw against your spellcasting DC. number of dice equal to the level of spell slot expended.
Affected creatures take thunder damage equal to the The damage dice are the same size as your Bardic
amount rolled on the Bardic Inspiration die and are Inspiration die. Whenever you increase the damage of
pushed 10 feet directly away from you. Those who Thundering Wail in this way, no matter the level of
succeed on their saving throws take half as much the spell slot expended, the wail deals double damage
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damage and aren't knocked back. to objects, structures, and vehicles. A creature made
of inorganic material such as stone, crystal, or metal
has disadvantage on saving throws against the wail. In
addition, nonmagical objects that aren’t being worn or
carried also take damage if they are in the wail’s area.
Irresistible Cacophony. Increase the wail’s DC by an
amount equal to the level of spell slot expended. In
addition, a creature is deafened until the beginning of
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its next turn.


Forceful Shriek. Increase the distance creatures are
knocked away by your howl by a number of 10-foot
increments equal to the level of spell slot expended. If a
thrown target strikes an object, such as a wall or floor,
the target takes 1d6 bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a Dexterity
saving throw against your spell save DC or take the same
damage and be knocked prone.

Songs within Screams


When you reach 14th level, you’ve learned to weave rhythmic tones into your potent screams, creating an echoing song
to harm your foes and aid your allies. Creatures of your choice within the area of your Thundering Wail are immune to
its effect. In addition, such chosen creatures gain a use of your Bardic Inspiration until the beginning of their next turn.

6
Cleric: Speed Domain
Episode 1| Heroes Of Justice

The messenger gods need speed to deliver their divine messages to the people and as their chosen champion they grant
that speed to you! Dash through your foes with dizzying haste and unleash a flurry of spells to devastate them!

Speed Domain Spells Table Swift Step


When you take this domain at 1st level, you gain domain Starting at 1st level, you can use a bonus action to
spells at the cleric levels listed in the Speed Domain spells move an additional 10 feet. When you do, opportunity

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table. These spells are always prepared and do not count attacks made against you have disadvantage until the end
against your maximum number of prepared spells. of your turn.
Spells marked with an asterisk* can be found in At 12th level, this movement speed
Xanathar's Guide to Everything. increases to 20 feet.

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Cleric Level Spell Name Rapid Assault
1st expeditious retreat, zephyr strike* Also at 1st level, if you move at least 30 feet before
3rd blur, gust of wind making an melee attack, you gain advantage on the
5th haste, thunder step* attack roll.
7th dimension door, freedom of movement
9th far step*, steel wind strike*
Channel Divinity: With Haste
Starting at 2nd level, you can use your Channel Divinity
to empower you and up to three allies within 30 feet.
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movement speed increased by 10 feet.
At 12th level the movement speed increases to 20 feet.
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Blur
At 6th level, whenever you take the Dash action
you gain the effects of the blur spell until the start of
your next turn.

Divine Strike
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At 8th level, you gain the ability to infuse your weapon


strikes with the fiery power of the forge. Once on each
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
radiant damage to the target.
When you reach 14th level, the extra damage
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increases to 2d8.

In a Flash
Starting at 17th level whenever you cast a spell as an
action, you can use a bonus action to cast a spell of 2nd
level or lower with a casting time of one action.

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Warriors obsessed with justice soon learn that local authorities lack the oversight or conviction to protect the truly
downtrodden. With no other recourse left, these fighters commit themselves to the shadows to strike fear into the
hearts of malefactors everywhere.

Nightly Vigil
Darkness is your ally. Starting at 3rd
level, you gain darkvision out to a

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range of 30 feet. If you already have
darkvision, its range is increased by an
additional 30 feet.
Additionally, while in dim light or
darkness, you can take the Hide action as

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a bonus action.

Adopted by Darkness
Starting at 7th level, you can add your proficiency bonus
to your initiative rolls when you start combat in dim
light or darkness.
e Mercy
Beginning at 10th level, you can soften otherwise lethal
blows. Whenever a creature within 10 feet of you is
Fighter: Dark Knight
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reduced to 0 hit points by a melee or ranged attack, you
can use your reaction to stabilize the target. Additionally,
Episode 1| Heroes Of Justice if a creature within 10 feet of you is struck with a critical
hit, you can use your reaction to reduce the attack into a
normal hit; the target is still hit, but the attack does not
deal extra damage.
Bonus
Proficiencies Surgical Precision
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Starting at 3rd level, when you choose this At 15th level, your blows strike with astounding
martial archetype, you gain proficiency in one precision. Whenever you take the Attack action
the following skills: Acrobatics, Investigation, or and have advantage on an attack roll against one of
Stealth. Additionally, whenever you make an ability the targets, you can deal extra damage equal to your
check using the chosen skill, your proficiency bonus proficiency bonus.
is doubled.
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Deductive Violence
Hunter in the Dark Your keen mind allows you to analyze foes in an instant
to find their greatest weaknesses. Starting at 18th level,
Beginning at 3rd level, you can cast hunter’s mark. you use a bonus action to initiate an Intelligence contest
Intelligence is your spellcasting ability for this spell. with a creature you can see within 60 feet of you. If you
Additionally, once you reach 7th level, you can cast succeed, the target has vulnerability to the damage of the
darkness. When you cast darkness using this feature, you next weapon attack you hit them with before the end of
can treat the darkness as nonmagical for the purposes of your next turn, provided they aren’t already immune to
your own vision. the damage of your weapon attack.
Once you cast one of these spells with this feature, You can use this feature a number of times equal to
you must finish a short or long rest before casting that your proficiency bonus, regaining expended uses after
same spell again through this feature. Intelligence is your you finish a short or long rest.
spellcasting ability for these spells.

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Guardians of the Sea are fighters that have a special magical connection with the ocean.
You are a defender of the sea and all of its denizens. You help defend those who cannot defend themselves from threats
both below and above the water. Be it fighting off sahuagin raiders, making deals with dragon turtles, or even facing off
against the kraken itself, the guardian fighter is in tune with the ocean and with marine life!

Fighter: Guardian of the Sea

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Episode 1| Heroes Of Justice

Tide Magic

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When you choose this archetype at 3rd level, you gain
access to tide points. You can use these tide points to
cast spells as detailed below. You have a number of tide
points equal to your level. You regain all expended tide
points on a long rest.
Spells marked with an asterisk* can be found in
Xanathar's Guide to Everything.

Tide Magic e
Tide Point Cost Spell Name
1 calm emotions, create/destroy
water, shape water
2 control water, find steed (must have
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swim speed), shield
3 healing word, thunderous smite,
water breathing
4 call lightning, maelstrom,
watery sphere* Sea Lord’s Gifts
5 lightning bolt, steel wind strike*, 10th Level Guardian of the Sea Feature
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wall of water You gain a swim speed equal to your walking speed. You
learn to speak, read, and write aquan. In addition you
can communicate telepathically with any beast within 30
Sea Lord’s Trident feet of you that has a swim speed. You can also breathe
normally under water.
At 7th level, the trident is an ancient and powerful
weapon forged by the God of the Sea. When wielding a
trident, above or below water, the trident's damage dice Godly Trident
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becomes a d8 for you (d10 versatile). 15th Level Guardian of the Sea Feature
You can perform an hour-long ritual to imbue your If you throw the trident, it returns to your hand after the
trident with the magical properties of one magic weapon attack. As a bonus action you can empower your trident
that you find. After the ritual, any magical traits of the until the end of your turn. When you do, the trident
weapon are transferred to the trident and the magic deals an extra 1d8 lighting damage on a hit.
weapon is dismissed to the ethereal plane. If you wish to
imbue a trident with magical properties from a second
weapon you must first remove the properties granted by
The Weapon of the Sea
the first magic weapon. This requires another hour- 18th Level Guardian of the Sea Feature
long ritual, after which the trident loses its magical Your magical connection with the sea has grown to
properties and the first magic weapon appears in your magnificent strength. Once per long rest you may cast
hand once more. the spell tsunami.

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Monk: Way of the Wing Knight
Episode 1| Heroes Of Justice

From a young age those who are destined to enter the Way of the Wing-Knight are trained relentlessly by a flying
rodent man seeking to create the greatest pupil of preternatural ability. Physical speed, martial power, and tactical
cunning are drilled ad nauseum and the pupils are left to fend for themselves after these periods of clandestine training.
Once through the rigorous trials they are granted the title of Wing-Knight and instructed to safeguard a particular city
or region from all forms of crime and injustice.

Path of the Wing-Knight Master Hacker

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When you choose this tradition at 3rd level, your At 6th level, you extend your ki into your weapons,
special martial arts training leads you to master the granting you the following benefits:
use of certain weapons and gadgets. You gain the Magic Wing-Knight Weapons. Your attacks with your

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following benefits: escrima sticks and wing-tings count as magical for the
purpose of overcoming resistance and immunity to
Escrima Sticks nonmagical attacks and damage.
Magically appearing before you in a crate sealed with a Titan Strike. When you hit a target with your escrima
flying rodent symbol, these two blunt sticks are carved stick, you can spend 1 ki point to cause the weapon to
from black marble and equipped with elegantly wrapped deal extra damage to the target equal to your Martial
handles and magical orbs of crackling blue lightning that Arts die. You can use this feature only once on each
dance from the tips. of your turns.
You have proficiency with these weapons, which have
the following profile:
Name
Escrima
Stick
Damage
1d4 bludgeoning
& 1d4 lightning
Weight
2lbs Light,
Finesse
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Properties Tactical Leader
At 11th level, you shout out tactics and encouragement
to your allies. As an action, you can choose a number of
creatures equal to your Wisdom modifier (minimum
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Enhanced Reflexes of 1) that are within 60 feet of you that are allied with
If you make an unarmed strike as part of the Attack you. These creatures can make one melee or ranged
action on your turn and are holding an escrima stick, you weapon attack with their reaction, provided they can see
can use it to defend yourself. Until the start of your next or hear you.
turn, any attack roll made against you has disadvantage if
you can see the attacker, and you make Dexterity saving
throws with advantage while an escrima stick is in your
Titan
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hand and you aren’t incapacitated. At 17th level, your combination of athleticism and
cunning has reached the peak of what is physically
Wing-tings possible. Having gained this near otherworldly level
Metal boomerangs forged in the shape of black and of mastery over mind, body, weapon and gadget has
blue birds. You can use a bonus action on your turn to granted you unparalleled speed and brutality. You are
make a ranged attack with a wing-ting, which has the now able to attack one target with your escrima sticks in
following profile: tandem on one attack action rather than having to use an
Name Damage Weight Properties attack action and a bonus action.
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Wing- 1d6 slashing 1lb Light,


Ting Thrown (20/60)

The Ol’ One - Two


When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

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Paladin: Oath of the Named
Episode 1| Heroes Of Justice

You embody the will of your deity, and by calling their name you transform into their avatar!

Tenets of the Named Channel Divinity


The tenets of the Oath of the Named are the will to When you take this oath at 3rd level, you gain the
embody your deity in both body and spirit. following two Channel Divinity options. See the Sacred
Oath class feature for how Channel Divinity works.

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Chosen. You stand above other worshippers as the Avatar State. For the next 10 minutes you assume
chosen champion of your divine master. the avatar form of your deity, granting you a flying
The Name. Your old name and life are meaningless. You speed of 50 feet. Whenever you hit a creature with
are a divine avatar and nothing more. a melee weapon attack you deal an additional 1d8
Spread the Teachings. Every new follower could be the radiant damage.

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next avatar of your divine master, spread his teachings Call the Divine. As an action you call the name of your
and seek a successor. divine master and unleash a burst of divine energy.
Each creature of your choosing within 30 feet must
make a Dexterity saving throw, taking damage equal
Oath Spells to twice your Paladin level on a failure, or half as much
You gain oath spells at the paladin levels listed in the on a success.
Oath of the Named Spells table. See the Sacred Oath
class feature for how oath spells work.
Aura of the Avatar
Named Spells
Paladin Level
3rd
Spell Name
identify, protection from
evil and good
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you're not incapacitated. At the start of each of your
turns, choose one creature within 10 feet of you. Until
the end of that creature's next turn, the chosen creature
deals 1d10 additional radiant damage with every melee
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5th augury, Nystul’s magic aura
or ranged attack.
9th clairvoyance, sending
At 18th level, the range of this aura increases to
13th guardian of faith, Mordenkainen’s 30 feet.
private sanctum
17th commune, contact other plane Avatar State
Starting at 15th level, when you use your Avatar
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State Channel Divinity option, it lasts until you take a


short rest.

Embodiment of the Divine


At 20th level, you transform into the personification of
your deity. As a bonus action, you gain the following
benefits for 1 minute:
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• You gain immunity to radiant and necrotic damage.


• You gain a fly speed of 50 feet.
• Whenever you hit a creature with a melee weapon
attack, you deal an additional 10 points of radiant
damage.
You regain the use of this feature after a long rest.

11
Paladin: Oath of the Manhunter
Episode 1| Heroes Of Justice

Contrary to the harsh sounding title of manhunter, those who take the oath are more about loving life and living it to
the fullest, spreading justice and happiness through positive actionable decisions instead of through direct confrontation
with injustice or evil. The oath is actually named for one of the most famous members to carry the moniker, a true
paragon of his kind, but also a tragic figure who inspired others to follow in his footsteps.

Tenets of the Manhunter Psionic Aura


The tenets of the Oath of the Manhunter are nothing Starting at 7th level, you emanate a psionic aura while
more than true dedication to the people you love, and you're not incapacitated. At the start of each of your

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the things which bring you happiness. turns, choose one creature within 10 feet of you. Until
Family. The source of a manhunter’s power is that creature leaves this area, or you choose another
not in their mastery over psionic abilities, but in the creature, you can read that creature's mind as though
connections they make with others. This is more than you had cast detect thoughts on it.
friends or colleagues, a self-gathered family. If a creature who is under this effect is forced to make

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The Last Scion. The manhunters are not populated. a saving throw against becoming frightened or charmed,
One day, they will cease to exist. Use the time you have you can choose to have the creature roll with advantage
left to make a difference. or disadvantage (your choice).
Enjoy the simple things. From reliable friendships to At 18th level, the range of this aura increases to
simple delights like baked goods, take time each day to 30 feet.
experience the emotion of joy wherever you find it.
Improved Divinity
Oath Spells Starting at 15th level, when you use a channel divinity
You gain oath spells at the paladin levels listed in the effect, it lasts for 30 minutes instead of 10 minutes.

class feature for how oath spells work.

Manhunter Spells
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Oath of the Manhunter Spells table. See the Sacred Oath Additionally, when you use your Alter Form effect, you
select an additional option.
Additionally, your psionic intuition combined with
your altered forms has made you more sensitive to the
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Paladin Level Spell Name world around you. You gain truesight within the area of
3rd protection from evil and good, sleep your psionic aura.
5th aid, mind spike
9th major image, sending Last of the Manhunters
13th confusion, locate creature At 20th level, you direct all of your capabilities and
17th dominate person, modify memory powers to commit yourself to one grand assault.
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As a bonus action, you gain the following benefits


for 1 minute:
Channel Divinity • Your aura increases to have a 120-foot radius.
• At the start of your turn, you regain 15 hit points
When you take this oath at 3rd level, you gain the
unless you took fire damage since the end of your
following two Channel Divinity options. See the Sacred
previous turn.
Oath class feature for how Channel Divinity works.
• You gain all the benefits of both of your Channel
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Divinity options, without expending a use. You gain


Energy Blasts. For the next 10 minutes, you can
all three benefits of Alter Form.
expend a spell slot as a bonus action. Make a ranged
• You gain the benefits of the haste spell.
spell attack that deals 1d10 force damage plus 1
• At the end of each of your turns, select one condition
damage for each level of the spell slot. This attack has a
you are currently suffering from. You rearrange your
range of 20/60.
form to end the effect immediately.
Alter Form. Choose one of the following (or expend
two uses to choose two):
Once you use this trait, you gain a level of exhaustion
• For the next 10 minutes, you can move through other
that can only be removed by completing a long rest. You
creatures and objects as if they were difficult terrain.
cannot use this ability again while you have at least one
You take 5 (1d10) force damage if you end your turn
level of exhaustion.
inside an object.
• For the next 10 minutes, you are under the effect of a
shapeshifting enchantment. This duplicates the effect
of alter self, but does not require concentration.
• For the next 10 minutes, you gain a flying speed equal
to your base speed.

12
Ranger: Mechanical Hunter
Episode 1| Heroes Of Justice

Most rangers learn, through careful practice, to adapt to nature and live among it as part of the cycles of the world.
Mechanical rangers, on the other hand, seek to master the natural world by overcoming the limitations of their natural
form with arcane tools and equipment implanted in their very bodies.

Mechanical Magic weapons and you may choose to have them deal radiant
damage instead of their regular damage type.
Starting at 3rd level, you learn an additional spell when Shields equipped this way can be donned or doffed with
you reach certain levels in this class, as shown in the

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your free object interaction.
Mechanical Spells table. The spell counts as a ranger You are considered proficient with any tools
spell for you, but it doesn't count against the number of embedded this way.
ranger spells you know. You may also choose to embed one of the following
additional enhancements, instead of a mundane piece

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Mechanical Spells
of equipment:
Ranger Level Spell Name Bionic Eye. By replacing an eye with an arcane
3rd arcane weapon sphere, you gain darkvision out to 60 feet and may add
5th enhance ability 1d4 to your Wisdom (Perception) and Intelligence
(Investigation) checks.
9th lightning bolt
Grappling Hook. By installing this spool and launcher
13th arcane eye mechanism, you may throw a line up to 60 feet
17th bigby’s hand unerringly and gain a climb speed equal to your walking
e speed while using the line to ascend or descend.
Bonus Proficiencies Lash. With this cord-like weapon in your arm, you
know the thorn whip cantrip.
You are trained in the use of the technologies that keep Lifters. By enhancing your arms and legs, you are
your equipment running. treated as a creature one size larger than yourself to
Beginning at 3rd level, you gain proficiency with determine your lifting and carrying capacity.
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heavy armor and tinker’s tools. You may use any tool Projector. With this complex set of prisms lenses
with which you are proficient as a spellcasting focus for embedded, you know the minor illusion cantrip.
your ranger spells. Reactive Defense. With these arcane defenses
embedded, you know the thunderclap cantrip.

Embedded Technologies
Embedded Attack
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Through your tinkering with merging flesh and


technology, you modify yourself so that certain pieces of Beginning at 5th level, when you hit with a weapon
equipment are embedded into your physical body attack using a weapon you have embedded, you can
You may place a number of weapons, tools, pieces of have that weapon deal an additional 1d8 damage of the
armor or other equipment into your body equal to your same type dealt by the weapon. This damage increases
proficiency bonus plus your Constitution modifier and, to 2d8 at 14th level. When you use this ability, you can
provided you have access to a healer’s kit and tinkers also expend one spell slot to increase the extra damage
tools, can change one piece of equipment that you have dealt by 1d8 for each level of the spell slot expended in
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embedded in this way during a long rest. this way, to a maximum of 5d8. You can use this ability
Any equipment embedded in your body cannot be once per turn.
dropped or removed while you are alive. The process
leaves scarring, but while not in use, the specific Hot Swap
equipment you have embedded is not visible unless you
wish it to be. You learn to make the modifications to your equipment
The equipment embedded has specific benefits more rapidly than you could before. The number of
depending on its type, any spells are cast at their base items you can have embedded increases by 2. You may
level and use your ranger spell save DC. also change a number of embedded devices equal to your
Armor embedded in this way does not reduce Constitution modifier during a long rest and you can
your movement speed or provide disadvantage on change one embedded device when you complete a short
stealth checks. rest. You can do this once and you regain the ability to do
Weapons embedded this way lose the loading and so when you complete a long rest.
thrown properties; they may be drawn or stowed freely
without using any action. They are treated as magical

13
Greater Technologies
You continue the process of tinkering with your body,
enhancing yourself still further above mortal limitations.
While you have armor embedded this way, you now add
your Constitution modifier to your armor class.
Aquatic Adaptation. While this is embedded, you gain a
swim speed equal to your walking speed and can breathe
water as if it were air.
Boosters. While these are embedded, you may cast
feather fall at will, targeting only yourself, and may
cast fly once without using a spell slot or material

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components, regaining all uses when you finish
a long rest.
Deadeners. By installing this tool that emits a field of
magical resistance, you have advantage on all saving

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throws against spells or magical effects and may cast
counterspell, dispel magic, and remove curse once each
without using a spell slot or material components,
regaining all uses when you finish a long rest.
Flickerform. By installing this apparatus that allows
you to shift minutely to other planes, you may take the
Dash and Disengage actions as a bonus action on your
turn and may cast dimension door once without using
a spell slot or material components regaining all uses
when you finish a long rest.
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Optical Defenses. By installing these arcane defenses
you may cast disguise self, blur, and invisibility once each
without using a spell slot or material components,
regaining all uses when you finish a long rest.
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Scanner. While this is embedded, you may cast detect
magic at will, and find traps and see invisibility a number
of times equal to your Ability Score modifier here each
without using a spell slot or material components,
regaining all uses when you finish a long rest.
Universal Translator. By installing this device in your
ear and eye, you gain the ability to understand, speak,
and write all languages, and may add 1d4 to all Charisma
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(Deception, Intimidation, and Persuasion) and Wisdom


(Insight) checks and may cast suggestion once without
using a spell slot or material components, regaining all
uses when you finish a long rest.

Mechanical Tongue
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You are more machine than human by this point in


your transformation. At this point, you have learned
the hidden language of inanimate objects. You gain the
ability to speak with constructs or mechanical objects as
if you shared a language. Objects may provide you with
basic information about their surroundings, such as
recent events or creatures who have passed.
In addition, a number of times per day equal to your
Wisdom modifier, you can cast animate objects or tiny
servant without using material components or expending
a spell slot.

14
Ranger: Trickshot Archer
Episode 1| Heroes Of Justice

Using a series of mechanically enhanced arrows, you are prepared for every situation. Whether to blind a foe, pierce
through a wall, or simply destroy your foes with an exploding arrow - you are always ready.

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Trick Shot Arrows
Bolo Arrow. When you hit a creature with this arrow

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they must make a Strength saving throw against your
spell save DC or be grappled by the arrow. The creature
can use an action to repeat this saving throw, ending the
effect on themselves on a success.
Cable Trap Arrow. You can fire this arrow at a point
and target another surface within 15 feet of that point.
When you do, this metallic wire connects the two
points. A creature passing through the wire must make
e a Wisdom (Perception) check against your spell save DC
or be knocked prone.
Drill Arrow. This arrow ignores the benefits of one-
half and three-fourths cover.
Trickshot Arrows Explosive Arrow. When you hit a creature with this
arrow, the creature and all creatures within 10 feet of it
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Starting at 3rd level, you gain the ability to craft special must succeed on a Dexterity saving throw or take 1d10
trickshot arrows to aid you in battle. These arrows are fire damage.
nonmagical ammunition that you keep prepared using Flare Arrow. You fire an arrow that explodes with
materials and supplies you purchase or scavenge from a vibrant colour and a small amount of smoke. This
the land. You have a number of uses of these Trickshot arrow emits bright light 20 feet in every direction and an
Arrows equal to your Wisdom modifier (minimum 1) additional 20 feet of dim light for 1 minute. A creature
regaining the uses after a short rest. hit directly by this arrow takes 1d8 fire damage. On
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a critical hit the creature is set aflame taking 1d8 fire


damage at the start of each of its turns. It can use an
Expert Marksman action to extinguish the flames.
Beginning at 5th level, you do not suffer disadvantage Smoke Arrow. You can fire this arrow at a point of your
on ranged attack rolls against creatures within 5 feet or choosing. A cloud of smoke explodes in a 10-foot radius
creatures who are prone. centered on that point.Creatures inside this area are
under the effects of the fog spell.
Fletcher
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Shocking Arrow. When you hit a creature with this


arrow, they take an additional 1d8 lightning damage.
At 7th level, you regain 2 uses of your Trickshot Arrows On a critical hit the creature is stunned until the start of
whenever you take a short rest. your next turn.
Shrapnel Arrow. After hitting a creature with this
Overwatch arrow, all creatures within 5 feet of that creature must
succeed on a Dexterity saving throw or take 1d10
Starting at 11th level, you can use your reaction to make
piercing damage.
a ranged attack against a creature with 30 feet of you
Sonic Arrow. When you hit a creature with this arrow,
when they move at least 10 feet.
they take an additional 1d8 psychic damage and must
succeed on an Intelligence saving throw or be deafened
Master of the Bow until the end of their next turn.
At 15th level, you can use a bonus action to gain Toxic Arrow. When you hit a creature with this arrow,
advantage on ranged attack rolls until the end it must make a Constitution saving throw or be poisoned
of your turn. for 1d4 rounds.

15
Warlock Patron: The Green Flame
Episode 1| Heroes Of Justice

Your patron is an immensely powerful otherworldly entity, a force of great power and hope. Your patron bestows upon
you a Green Ring of Power. This ring is a fabled magical artifact of limitless potential. Only very few of these rings are
known to exist and they are scattered far and wide across the multiverse. While these rings are extremely powerful,
the effectiveness of the ring depends greatly on the skill and willpower of its bearer. As such, only a select few are ever
chosen to be granted such a burden.

Ring of Power Expanded Green Flame Spell List


Your patron gifts upon you a Ring of Power. This ring Your connection to The Green Flame allows you to
possesses many powerful abilities that you will learn to choose from an expanded list of spells when you learn

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wield in time. To gain access to the powers of the ring a warlock spell. The following spells are added to the
you must be wearing it and using it as your arcane focus. warlock spell list for you. Spells marked with an asterisk
If you lose the ring, you can use an action to summon it can be found in Explorer's Guide to Wildemount.
again. In addition, as a bonus action you can cause the
ring to glow faintly, casting bright green light for 15 feet Mechanical Spells

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and dim light for an additional 15 feet. Spell Level Spell Name
1st catapult, shield
Bonus cantrips 2nd knock, Maximilian's earthen grasp
At 1st level, you learn the green flame blade and the mage 3rd erupting earth, Melf's minute meteors
hand cantrips (with some minor alterations). They count 4th Evard's black tentacles,
as warlock cantrips for you, but they don’t count against gravity sinkhole**
your number of cantrips known. The summoned mage
hand is green. e 5th Bigby's hand, telekinesis

Warrior of Light In Brightest Day


Also at 1st level, you can cast mage armor on Your skills with the Ring are beginning to grow. At 6th
yourself at will, without expending a spell slot or level, you learn to levitate, granting you a flying speed
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material components. of 10 feet. This increases to 30 feet at 9th level, and 50
feet at 14th level. In addition, when you take the Attack
Summoned Weapons action with one of your summoned weapons, you can
make two attacks instead of one. Also at 6th level, you
Finally at 1st level, you can also use the ring to summon become a beacon of courage and hope for your allies.
weapons of light to aid you in your fight against the You are immune to the frightened condition. In addition,
darkness, called “summoned weapons.” As a bonus action allies within 15 feet of you gain advantage on saving
you can conjure a weapon. You are considered proficient
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throws against being frightened.


with any weapon you summon in this way. The
weapon does force damage. If the weapon is a ranged
weapon, such as a longbow, you can summon 20 pieces In Blackest Night
of ammunition as well as a holder as part of the same At 10th level, your connection with the green flame
bonus action. A weapon conjured in this way disappears and mastery of your Ring of power continues to grow
after 1 minute. When you attack with that weapon, you stronger, shielding you from your enemies. You gain a
can use your Charisma modifier, instead of Strength
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+2 bonus to AC and a +1 bonus to saving throws while


or Dexterity, for the attack and damage rolls. You can conscious. Also starting at 10th level, nothing, neither
imbue your summoned weapons with the abilities of any darkness nor magic, can shield your foes from your gaze.
magic weapon you find by performing a special ritual Once a day as an action you can grant yourself truesight
while you hold the weapon. You perform the ritual over with a range of 30 feet for 1 hour.
the course of 1 hour. After the ritual the magic weapon
is shunted to an extra dimensional space where it cannot
be reached and your summoned weapons gain the No Evil Shall Escape My Sight
abilities of the magic weapon. If at any point you wish
At 14th level, your mastery of the Ring of Power is a
to imbue your summoned weapons with the abilities
dangerous force to be reckoned with. You inspire your
of another magic weapon you find, you must perform
allies and cause fear in the hearts of your enemies. You
another hour-long ritual. At the end of the ritual, you
can cast the telekinesis spell at will. In addition, when
imbue your summoned weapons with the new magic
you take the Attack action with one of your summoned
weapon abilities, replacing the abilities of the old magic
weapons, you can make three attacks instead of two.
weapon. In addition, the new magic weapon is shunted
You may also cast the spell Mordenkainen's sword once
to the extra dimensional space and the old magic weapon
per long rest. Also, you can cast the animate objects
appears in your hands once more.
spell once per long rest without requiring objects to
animate, as you conjure the objects from thin air with
16 your willpower.
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17
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With your unparalleled genius you’ve managed to make a suit of armor with incredible technological powers. Capable
of protecting you from harm and dealing massive amounts of damage with the energy based weapons you build into
your suit, your new power will astound and terrify your foes.

Arcane Armour
Starting from 3rd level you construct a suit of armor that harnesses energy to
allow it to fly, fire blasts of energy, and is capable of incredible upgrades. This
armor takes 1 hour to put on, cannot be slept in, and cannot be used by anyone
but you. You gain the following abilities while wearing the armor.
• While wearing this armor you have an AC of 12 + your Intelligence
modifier.

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• You gain a flight speed of 30 feet.

Upgrades

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Starting at 3rd level, you can select 2 upgrades from
the upgrade list and apply them to your Arcane Armor.
You gain an additional upgrade at 6th, 9th, 12th,15th,
and 18th level.

Artificer: Arcane Armorer


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Far Shot. The range of your Energy Volley increases
Episode 2| Marvelous Heroes to 60 feet.
Assisted Targeting. You gain a +2 to attack rolls with
your Energy Volley.
Energy Weapons Potent Energy. You gain a +4 to damage rolls with your
Energy Volley.
At 6th level, you gain the ability to harness magical
Advanced Propulsion. You can use a bonus action to
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power and unleash it upon foes in the form of raw


dash while flying or triple your jump distance.
energy. You can use an action to make a special ranged
Reinforced Plating. Your Arcane Armor has its AC
attack known as a ‘energy volley’ using your Arcane
increased to 14 + Intelligence modifier.
Armor. You can make two ranged attacks at a creature
Flamethrower. You can use an action to cast burning
or creatures up to 30 feet away from you using your
hands at 1st level without expending a spell slot.
Intelligence modifier + proficiency bonus for the attack
Energy Beam. You send a line of energy surging
roll. On a hit the energy deals 1d8 + your Intelligence
forward in a 60 foot line. All creatures in that line
modifier as force damage.
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must make a Dexterity saving throw or take 4d10 force


damage on a failure or half as much on a success. The
The Pinnacle of Invention DC for this feature is 8 + your proficiency bonus + your
Starting from 14th level, you can alter your suit to fit Intelligence modifier. You regain the use of this feature
inside a magical piece of jewelry, summoning it onto after a short rest
your body when needed. Choose either a necklace, ring, Close Quarters Capabilities. You implant melee weapons
crown, or bracelet. As an action the suit can be called that can be hidden inside your suit of armor. You can
forth, instantly appearing on your body. In addition, choose a one-handed weapon to be implanted into each
whenever you take a long rest, you can swap one of your arm or a two handed weapon to be implanted into the
old upgrades for a new upgrade. back of the armor.
Artificial Assistant. You implant into the suit an
artificial ally to aid you in your adventures. The voice
and personality of this assistant is chosen by you. You
can add 1d4 to all Intelligence checks.

18
Artificer: Specialization of The Iron Spider
Episode 2| Marvelous Heroes

There have been a number of unique individuals who have all taken to the totem of the spider: an icon which causes
them to adopt the traits of spiders, shaping them into amazing arachnid-like heroes. These spectacular individuals
always put a unique spin on these powers, ranging from blood-powered primal abilities to incredible physical training.
Presented here is an example of those who use technology to grant themselves these abilities.

Iron Spider Tools Ultimate Upgrade


When you adopt this specialization at 3rd level, you gain Starting at 9th level, you’ve reinforced your waldoes.

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proficiency with one type of artisan’s tools of your choice. Your waldoes can now be used to make a melee attack
that you are proficient with. This attack deals 1d8
Iron Spider Spells slashing damage, has a reach of 5 feet, and critically hits
on a 19 or 20 on the d20. You cannot make attacks with
Starting at 3rd level, you always have certain spells prepared

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your waldoes while climbing.
after you reach particular levels in this class, as shown in the Additionally, if you use your waldoes to cast a spell
Iron Spider Spells table. These spells count as artificer spells from your Iron Spider spell list, they can replicate the
for you, but they don’t count against the number of artificer material and somatic components for you as long as your
spells you prepare. waldoes aren’t being used to climb.
Iron Spider Spells
Artificer Level Spell Name Instant Kill Mode
1st feather fall, hunter’s mark Starting at 15th level as a bonus action, you can invoke
a mode that grants exceptional combat prowess, which
2nd
3rd
4th
5th
barkskin, find traps
slow, wall of webs
confusion, grasping vine
far step, telekinesis
e lasts for 1 minute. While using Instant Kill Mode,
whenever you make a melee weapon attack, your
waldoes perform an additional melee weapon attack on
each hostile creature within 5 feet.
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While in Instant Kill Mode, when you are targeted
by a melee attack, you can use your reaction to cause
Waldoes your waldoes to make two melee attacks against the
attacking creature.
Starting at 3rd level, you have a set of three mechanical
arms that attach to whatever armor or clothing you are
wearing. Nothing can remove these limbs while you Wall of Webs
are conscious. You can use these waldoes as a focus for 3rd level evocation
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casting your spells and they count as a set of each type of Casting Time: 1 action
artisan’s tools you are proficient in. Range: 90 feet
These waldoes also give you a climb speed of 15 Components: V, S, M (a handful of cobwebs)
feet and darkvision out to 30 feet. If you already have Duration: Concentration, up to 10 minutes
darkvision, the range is increased by 30 feet While You conjure a wall of webs at a point you can see within
climbing in this way, you can climb on any surface range. You can make the wall a line 30 feet long, 10
including upside down. feet high, and 3 inches thick. Both ends of the wall must
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touch a solid object, It vanishes when the spell ends, and


the wall blocks ranged attacks but not line of sight.
Superior Armor Any creature who is caught within the line must
Starting at 5th level, as long as you’re not wearing armor, succeed on a Dexterity saving throw or become
a suit of light armor expands from your waldoes and restrained as long as it remains in the webs or until it
covers your body head to toe. The exact appearance and breaks free by using its action to succeed on a Strength
texture of this armor is of your own design and can be (Athletics) check. Any creature attempting to move
changed as part of a long rest. You can deploy or retract through must also make this saving throw.
this armor as a bonus action. The webs are flammable. If they take fire damage, the
While wearing this armor, your AC is 13 + your spell ends that round.
Dexterity modifier. Additionally, while wearing
this armor you can use your reaction to do one of
the following:
• In response to making a Constitution saving throw,
you succeed on the save.
• In response to falling, you can cast feather fall for 1
turn.

19
Some barbarians undergo rituals that ought not be — rituals that leave a demon in their hearts… demons that consume
the mind and swell the body when awoken. These behemoths have one purpose: to smash!

Barbarian: Path of the Behemoth


Episode 2| Marvelous Heroes

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Smash!
Your mighty blows can crack crags and shatter bones!
Beginning at 3rd level, when you choose this primal
path, the damage of your unarmed strikes increase to
1d4. When you use the Attack action with an unarmed

a bonus action.
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strike on your turn, you can make one unarmed strike as

While you’re raging, you instead deal 1d8 damage with


your unarmed strikes.
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Incredible Leap!
Starting at 3rd level, your long jump is 20 feet and your
high jump is 10 feet, with or without a running start.
Additionally, you gain a climb speed equal to your
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movement speed.
Starting at 10th level, your long jump and high jump
both increase by an additional 20 feet.

Swell! Cratered Landing!


Starting at 6th level, your peculiar nature allows your Starting at 10th level, not even gravity can dare challenge
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muscles and bones to swell, drastically inflating your size. you! While you’re raging, you can use your reaction to
When you enter a rage, you can increase your size by reduce any falling damage you take by an amount equal
one category (to a maximum of Large). While enlarged, to 5 x your barbarian level.
your weight is multiplied by eight. Additionally, while
in an enlarged state, your unarmed strikes deal 1d10
bludgeoning damage.
Ground Pound!
You can use this feature a number of times equal to Starting at 14th level, your fury can force even the
your Constitution modifier, regaining expended uses ground to tremble. As an action, you can send a
after you finish a long rest. shockwave through the ground or another surface you’re
standing. All creatures other than you within 10 feet of
Smash More! you must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + your Strength modifier). On
At 6th level, while you’re raging, your unarmed a success, a creature takes bludgeoning damage equal to
strikes count as magical for the purpose of your Strength modifier (a minimum of 1). On a failure,
overcoming resistance and immunity to nonmagical the creature is also knocked prone.
attacks and damage.

20
You are the emissary of the Treants, the voice of the old woods. When man encroaches on the sacred ground of your
people, you warn them only once to stop their trespassing. If they do not heed your warning, the wrath of the forests
will descend upon them!

Ent Born
Starting at 2nd level, your skin becomes bark-like, floral
or fungal growths protruding from your body. You
permanently gain the benefits of the barkskin spell.

Allies of the Wood

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Also at 2nd level, you can telepathically communicate
basic feelings to plants and animals within 30 feet of
you.You can cast the speak with plants spell without
expending a spell slot.

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When you reach 10th level, you can cast conjure
woodland beings once without expending a spell slot.
When you cast the spell this way, you must choose a
plant creature instead of a fey creature. You regain the
use of this feature after a long rest.

Vine Whip
Finally at 6th level, you can cast grasping vine without
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expending a spell slot. When a creature is affected by
this spell, you can use your reaction to deal 2d10 magical
slashing damage.

Forest Walker
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Starting at 10th level, you can cast tree stride without
expending a spell slot.

Guardian
Starting at 14th level, whenever an ally within 15 feet
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of you takes damage, you can use your reaction to send


a flurry of bark-like material toward your ally to guard
them. When you do, you reduce that damage your ally
takes by your druid level. At 20th level, you can select up
to three targets when you use this feature.
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Druid: Circle of the Treant


Episode 2| Marvelous Heroes

21
Druid: Circle of the Ant
Episode 2| Marvelous Heroes

A world exists below our feet. A world of kingdoms at war, fought with mandibles and stingers. A place where pebbles
become great boulders, where fallen sticks become impassable walls, and where a tiny stream of water becomes a raging
river. This world calls to you, it beckons as an intriguing new universe to discover.

Shrink Goliath
Starting at 2nd level, you can expend a use of your Wild Starting at 14th level, you’ve learned the secrets of

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Shape to become as small as an ant. While in this form, shrinking, but you’ve gained much better control over
your strength increases proportionally, granting you the scale. You can expend two uses of Wild Shape and
a Strength score of 30 and you gain resistance to all become a giant instead of shrinking. Your size becomes
damage except psychic. Your Strength score returns to Huge and your physical ability scores increase each by
normal when you end your Wild Shape. +6 to a maximum of 30. You deal double damage with

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weapon attacks against structures and whenever you hit
Insect Telepathy with a weapon attack, you can choose one of the damage
dice and roll it again, adding the result to the total
Also at 2nd level, you can communicate with insects via damage dealt.
telepathy. They understand your intent in a rudimentary
way and you understand the intent of a swarm of insects.
You know the infestation cantrip and it does not count
against the total number of cantrips you know.
Additionally, as an action you can conjure a Medium
swarm of normal ants. The ants can follow simple
orders, such as manipulating an object, opening a
door, retrieving an item, or pouring out a vial. The
swarm moves at 10 feet per round and cannot lift more
than 10 pounds.
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Targeted Shrinking
At 6th level, you can expend a use of your Wild Shape
and make a ranged spell attack against a creature or
object within 60 feet of you. On a hit, the target is shrunk
down to the size of an ant for the duration of your Wild
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Shape feature. While shrunk in this way, you cannot use


your Wild Shape feature.

Improved Control
At 10th level, your telepathic contact with insects
improves. Insect plague is always prepared for you
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and doesn’t count against the number of spells you can


prepare each day. When you cast insect plague, increase
the damage dealt by the spell by 1d10.
Additionally, choose either a giant centipede, giant
flying ant (use the statistics for giant fly), giant wasp, or
giant wolf spider. You can have your chosen creature as a
loyal mount. If the creature dies, you can summon a new
one as part of a long rest.

22
Monk: Way of the Unseeing
Episode 2| Marvelous Heroes

Unseeing monks channel their ki to empower their senses other than sight. Whether to overcome natural blindness or
to gain an advantage over foes in the darkness, Unseeing monks hone their senses to a razor’s edge, such that they can
perform superhuman feats of perception.

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See the Unseen Without Fear
By 3rd level, you have trained your senses to the peak of At 6th level, your comfort with unseen forces around
natural ability. you and reliance on senses beyond your eyes aids you in
When you take this subclass, you gain proficiency in cutting through efforts to deceive or frighten you.
the Perception and Investigation skills. Your proficiency You have advantage on saving throws against illusion
bonus is doubled for any ability check you make that uses spells and against spells or abilities that would cause
either of those skills as long as you can hear, smell, taste,
e you to be frightened. Additionally, as an action, you can
or touch what you are observing. spend 1 ki point to target an illusion spell or an ability
that would change or hide the appearance of a creature
Pinpoint Senses or object within 30 feet. The creature that originally
cast the spell or used the ability must succeed on a
At 3rd level, your monastic training allows you to use Constitution saving throw against your ki save DC or
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your ki to power your senses to a superhuman level and the spell or ability ends.
to incorporate the physical contact of unarmed strikes as
a tool in perceiving enemies.
When you hit a creature with an unarmed strike, you Unseen Truths
are aware of that creature’s location until the end of your
next turn. In addition, you can spend 1 ki point to make Beginning at 11th level, your senses are so trained that
a Wisdom (Perception) or Intelligence (Investigation) you can perform almost magical feats of perception.
You can use your ki to duplicate the effects of certain
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check as a bonus action using a sense other than sight.


When you perceive a creature’s position using either spells. As an action, you can spend 2 ki points to cast
of these methods, that creature provokes opportunity darkvision, detect thoughts, see invisibility, or zone of truth,
attacks from you even if it is unseen and even if it used without using material components. You also have
the Disengage action. tremorsense out to a range of 10 feet.
When you perceive the location of a creature that would
otherwise not be seen by you, (such as a hidden or
invisible creature) you can identify its exact position and Lights Out
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are treated as if you can see that creature until the end of At 17th level, you become an unseen terror, not only
your next turn. That creature does not gain advantage on seeing what others cannot but using darkness as a
attacks against you for being unseen and you do not gain devastating weapon. At the beginning of your turn, you
disadvantage or risk targeting the wrong location when may spend 4 ki points to fill a 10-foot-radius sphere
attacking it. centered on you with pitch darkness until the start of
your next turn. The darkness cannot be illuminated
by nonmagical light sources and other creatures with
darkvision cannot see through it, but you can. Any light-
creating spells of 8th level or lower are dispelled.
When you deal damage to a creature in that area with an
unarmed strike or monk weapon, you can deal unarmed
strike damage to all creatures in the area.

23
You fight with the ferocity of a beast, tearing apart foes with your bare hands. Your skin becomes as tough as any metal,
gaining the ability to absorb and unleash the kinetic energy.

Ranger: Primal Hunter


Episode 2| Marvelous Heroes

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Panther Claws

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Starting at 3rd level, your unarmed attacks are
empowered by the primal instincts buried deep inside
you. All unarmed attacks deal 1d4 + your Strength or
Dexterity modifier as bludgeoning, piercing, or slashing
damage. This increases to a d6 at 8th level, to a d8 at 13th
level, and to a d10 at 17th level.

e Bestial Agility
At 5th level, you gain a climb speed equal to your
movement speed and ignore the effects of difficult
terrain outside your favored terrain. In addition, you can
cast the jump spell as a bonus action without expending
a spell slot.
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Kinetic Force
Starting at 7th level, whenever you take at least 10 points
of damage from an attack, you gain 1 kinetic point.
The maximum number of kinetic points you can store
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is equal to your proficiency bonus. The next time you


hit a creature, you can expend a kinetic point to deal an
additional 1d8 damage.

Kinetic Explosion
At 11th level, you can use an action to strike the ground
causing a wave of kinetic energy to fire in a 10-foot-
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radius sphere. When you do this, you choose a number


of kinetic points to spend. All creatures in the area suffer
1d10 magical bludgeoning damage for each kinetic point
spent. A creature that takes at least 20 points of damage
is knocked 10 feet away. A creature suffering at least 40
points of damage is knocked 10 feet away and falls prone.

I Never Freeze
Starting at 15th level, you become immune to fear. In
addition, you have advantage on saving throws and
ability checks against spells and magical effects that
would reduce your movement speed.

24
You use your shield to protect the innocent and vanquish your foes. Putting others before yourself and looking out for
your allies has always been your number one goal.

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Ranger: Shield Guardian
Episode 2| Marvelous Heroes

Shield Maneuvers
Starting at 3rd level, whenever you are wielding a shield
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you can perform any of the following maneuvers. Perfect Defense


Throw Shield. As an action you can throw your shield Starting at 7th level, you can add your shield’s AC bonus
at a creature within 20 feet of you, using your Strength to all saving throws.
modifier and proficiency bonus for the attack roll. On
a hit, the creature takes 2d10 + your Strength modifier
bludgeoning damage.
Cover
Shield Strike. In place of a melee attack, you can use Starting from 11th level, you can use your reaction to
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your shield to strike a creature, dealing 1d8 + your grant yourself and an ally within 10 feet of you advantage
Strength modifier bludgeoning damage on a hit. on a Dexterity saving throw against a spell or magical
Shield Push. In place of a melee attack, you can make a effect. On a successful save, your ally takes no damage.
push attempt against a creature within 5 feet of you. On
a success, the creature is pushed 10 feet away. You gain I Can Do This All Day
advantage on your next attack against that creature until
the end of your turn. Starting at 15th level, you do not need to use a reaction
to activate your Bounce Back feature. In addition,
whenever you are reduced to 0 hit points, you can make
Bounce Back a DC 10 Constitution saving throw. If you succeed, you
Starting at 5th level, after you hit a creature or object drop to 1 hit point instead. Each time you attempt this
with your Throw Shield maneuver, you can use your saving throw after the first, before completing a short
reaction to have your shield return to your hands. rest or long rest, the DC increases by 5.

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Paladin: Oath of Asgard
Episode 2| Marvelous Heroes

Tenets of the Oath of Asgard


Roar of Battle. You love the thrill of battle, the feeling
of smiting a foe with your overwhelming power. Prowess
in battle is the most important thing.
Revelry with Victory. Great battles should be celebrated
with revelry and celebration. For every foe felled a
tankard must be drunk!

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Embrace the Storm. You must become one with the
violent roar of the Odin!

Oath of Asgard Spells

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You gain oath spells at the paladin levels listed in the
Oath of Asgard Spells table. See the Sacred Oath class
feature for how oath spells work.

Oath of Asgard Spells


Paladin Level Spell Name
3rd thunderwave, witchbolt
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9th create food and water, lightning bolt
13th find greater steed, storm sphere
17th maelstrom, steel wind strike
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Aura of Storms
Starting at 7th level, you and friendly creatures within
10 feet of you deal an additional amount of lightning
damage equal to your Charisma modifier when you
hit with any melee or ranged weapon while you
Worshippers of the god Odin, zealots of the thunderous are conscious. At 18th level, the range of this aura
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roar, you swear your allegiance to the power of the increases to 30 feet.
raging storm and he who commands it.
Call of the Storm
Channel Divinity At 15th level, you can cast call lightning at 3rd level
without expending a spell slot. You can use this feature
When you take this oath at 3rd level, you gain the once, regaining the use after a short rest.
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following two Channel Divinity options.


Divine Weapon. You can use a bonus action to imbue
the weapon in your hand with divine power for 1 hour. God of Thunder
You can use an action to throw this weapon in a 30- Starting from 20th level, you can use an action to imbue
foot line, making one attack roll against all creatures yourself with lightning energy. For the next minute you
in that line, and use your reaction to have it return gain the following benefits:
to your hand. • Any creature that comes within 20 feet of you during
Storm Burst. As an action, you send a wave of its turn or starts their turn within 20 feet of you takes
lightning 15 feet in every direction from you. Creatures 4d6 lightning damage.
of your choosing must make a Constitution saving • You gain a flying speed of 50 feet.
throw, taking 4d6 lightning damage on a failure, or half • All damage dice you roll for lightning damage deals the
as much on a successful save. maximum amount.

26
Paladin: Oath of Great Responsibility
Episode 2| Marvelous Heroes

Those few paladins who take upon themselves the Oath of (Great) Responsibility are bestowed with extraordinary
power—perhaps the greatest power among all others. The extreme radiance of the spider totem courses through their
veins, giving them the strength, agility, and will to vanquish any foe, but this great power comes with a cost: only those
who learn the bitter lessons of how to responsibly use it may wield its might.

Tenets of Responsibility Aura of Precognition

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With Great Power. Those who hold the most power Your acute sense of responsibility has made you
must protect those who have none. Your power is both a overwhelmingly aware of incoming danger, bordering
blessing and a burden for you to bear. on a precognitive sixth sense. Whenever you or an ally
Spirited Protector. Leaping into the fray with a within 10 feet is attacked, you can use your reaction to
heroic smile, your presence brings hope and joy to impose disadvantage on the triggering attack roll.

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those in need! When you reach 18th level in this class, the range of
Never Surrender. No matter the odds, no matter how the aura increases to 30 feet.
much pain you go through, you never surrender to
despair! Fighting against all odds to protect those in need! Relentless Spirit
Your unbreakable willpower in the face of overwhelming
Oath of Great Responsibility odds allows you to push yourself beyond normal limits to
Spells do the impossible. Whenever you fail a Strength check
or saving throw, if a friendly creature is at 0 hit points
You gain oath spells at the paladin levels listed in the
within 60 feet of you, you can choose to succeed instead.
Oath of (Great) Responsibility Spells table. See the
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Sacred Oath class feature for how oath spells work. Spells
marked with an asterisk can be found in Xanathar's Guide
to Everything.
You can use this feature a number of times equal to
your Charisma modifier (minimum of 1), and you regain
all expended uses when you finish a long rest.
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Oath of Asgard Spells
Paladin Level Spell Name
Greatest Responsibility
3rd feather fall, zephyr strike* At 20th level, as an action, you can regain a spent spell
slot. The spell slot level can be no higher than your
5th spider climb, web
Charisma modifier (minimum of 1). Once you’ve used
9th counterspell, haste this feature, you cannot do so again until you finish a
13th freedom of movement, stoneskin short or long rest.
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17th circle of power, hold monster Additionally, you can cast Oath Spells without
spending a spell slot a number of times per day equal to
your Charisma modifier (minimum of 1).
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
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Great Power. You have the amazing ability to do great


feats that others cannot. Whenever you cast a paladin
spell that requires concentration, as a reaction you can
modify the spell so it does not require concentration for
the duration.
Crowd Control. As an action, you can invoke the totem
of the spider to ensnare your foes in viscous webs using
your Channel Divinity. Each creature of your choice that
you can see within 30 feet must succeed on a Dexterity
saving throw or become restrained for 1 hour. A
creature restrained in this way can use its action to make
a Strength saving throw to escape the webs.

27
Using charm, martial prowess, and your arsenal of gadgets, you’ve become the perfect spy. Whether by using a subtle
touch or a devastating blow, you overcome all foes.

Silver Tongue
At 3rd level, you gain proficiency in the Deception and
Persuasion skills. If you are already proficient in either of
those skills, you can double your proficiency bonus when
making checks use that skill.

Close Quarters Combat


Starting at 3rd level you gain a set of hand-to-hand

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combat skills to neutralize your opponents. You can use
an action to perform any of the following.
Stunning Blow. You can use an action to make a special
unarmed attack. On a hit, the creature must succeed on

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a Constitution saving throw (DC = 8 + your proficiency
bonus + your Dexterity modifier) or be stunned until
the start of it’s next turn. At 12th level, the creature is
stunned until the end of it’s next turn.
Takedown. As an action you make a special unarmed
attack. On a hit, the creature must succeed on a Dexterity
saving throw (DC = 8 + your proficiency bonus + your
Dexterity modifier) or be knocked prone and suffer 1d4
+ your Dexterity modifier bludgeoning damage.
Flurry (At 5th Level). You can use an action to make a

melee attacks against the creature dealing 1d4 + your


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flurry of melee attacks against a creature. You make two

Dexterity modifier bludgeoning damage on a hit. At 12th


level, this number of attacks increases to 3. At 18th level,
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this number of attacks increases to 4.

Elegant Movement
At 9th level, whenever you take the Dash action,
attacks of opportunity made against you are made with
disadvantage.
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Up Close and Personal


Starting from 13th level, you gain advantage on all
Charisma checks.

Widow’s Bite
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Starting from 17th level, you can use your reaction to


maximize the damage from a Sneak Attack. You have
one use of this feature, regaining the use after a short
or long rest.

Rogue: Secret Agent


Episode 2| Marvelous Heroes

28
Sorcerer Origin: Visionary Construct
Episode 2| Marvelous Heroes

Your innate magic comes from the artificial construction Decrease Density
of your body, and the amazing enhancements it
includes. You may have been created or born this way, At 6th level, you gain the ability to decrease the density
experimented on, or powerfully influenced by a plane of your body. You can spend 1 sorcery point as a bonus
such as Mechanus. Whatever the source, you are a living action to gain one of the following effects of your choice:
construct with powers beyond the average person, and
operate in a far more controlled manner than others. • You decrease your weight to 0, and gain a flying speed
equal to your move speed and the ability to hover.

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• You allow light to pass through your body, turning
Power of the Mind you invisible for the duration. This effect ends early if
you make an attack or cast a spell that would affect a
Starting at 1st level, your artificial mind controls
creature other than you.
all aspects of your body and abilities. Intelligence is

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• You become partially incorporeal, allowing you to
your spellcasting ability instead of Charisma. You
move through creatures and objects as if they were
lose proficiency in Charisma saving throws and
difficult terrain. You take 1d10 force damage if you end
gain proficiency in Intelligence saving throws. All
your turn inside an object or creature.
sorcerer features that use your Charisma now use your
Intelligence instead.
A Decrease Density benefit lasts for 1 minute and ends
early if you choose to end it (no action required) or
Artificial Body you are knocked unconscious. If you use this feature
Also at 1st level, your construct body affords you a multiple times, you can have up to three of these effects
number of conveniences. You gain the following benefits: active at a time.

affect this number).


• You have advantage on saving throws against being
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• Your base AC is 15 (your Dexterity modifier doesn’t
Increase Density
At 14th level, you gain the ability to increase the density
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poisoned, and you have resistance to poison damage. of your body. You can spend 2 sorcery points as a bonus
• You don’t need to eat, drink, breathe, or sleep. action to end all Decrease Density effects on yourself and
• When you take a long rest, you must spend at least gain one of the following effects of your choice:
four hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn’t • Your weight quadruples and you cannot be physically
render you unconscious and you can see and hear as moved against your will and have advantage on
normal. Strength saving throws.
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• You are considered to be a living creature made of • The hardness of your skin increases, giving you a +2
manufactured metal for the purposes of spells and bonus to your AC. You can gain this effect multiple
effects. For example, you are a valid target for both the times.
heat metal and hold person spells. • You pack extra mass into your muscles, increasing
your Strength score by 2, up to a maximum of 20. You
Additionally, you can manipulate aspects of your can gain this effect multiple times.
appearance to hide your true form. You can use an • You become petrified. You remain aware of your
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action to change your clothes and superficial appearance, surroundings as normal while petrified.
such as hairstyle or the color of your skin or eyes. You
cannot change your physical form, proportions, or facial An Increase Density effect lasts for 1 minute, and ends
features. If you change your clothes, any bits of clothing early if you choose to end it (no action required), you
that are separated from you vanish. are knocked unconscious, or you gain any effect from
your Decrease Density feature. If you use this feature
multiple times, you can have up to three of these effects
active at a time.

Adaptive Protocols
At 18th level, subconscious protocols help adapt your
body to help keep you alive. When you finish a long rest,
choose one damage type. You have immunity against
that damage type until the end of your next long rest.

29
Sorcerer Origin: The Forgotten
Episode 2| Marvelous Heroes

You possess a power and a connection to something Awakenings


larger than yourself that had to be hidden away, you are
a creature out of time and space, forgotten by the world, At 6th level you can use your sorcery points to awaken
for their protection or yours, and you’re only recently your own memories and those of others, you can the
discovering what that means. Your power grows as following abilities:
whatever sealing away your past fades, but it remains to Open Mind. You may spend 1 sorcery point to either
be seen if this is for better or for worse. take away the negative effect of your seal (take away
disadvantage to rolls or allow resistance to damage type)
for 1 minute or grant yourself advantage on persuasion
Seal of Memory checks against a creature for 1 minute, allowing them to

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remember more about you
At 1st level, the seal that keeps you from understanding
Unseal Ability. You may spend 2 sorcery points to give
your power begins to fade gradually, determine which
yourself a new supernatural ability for 1 minute. You can
magical force caused memories of you to be sealed away,
choose to either gain a flying speed of 35ft, double your
this will determine some of your powers in the future
walking speed, or increase any stat by +1. Spend any

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number of additional sorcery points to add 1 minute per
Seal Table
point spent.
Seal Potential Reason
Nature Your may have surpassed the natural limits
of power among your species, disturbed the Mind Wipe
balance of the natural world in some way,
At 14th level, you can harness what remains of the seal of
or destroyed part of the world somehow
memory on your being to strengthen it’s hold on specific
You have disadvantage on nature
targets. As an action you may expend any number of
checks, but learn the druidcraft and
sorcery points to force a number of creatures equal to the

Celestial
shillelagh cantrips.
You may have been especially evil, have
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aligned yourself with a fiend, or committed
heinous acts or acts of blasphemy against a
specific god
number of points spent to make a Wisdom saving throw
against your spell save DC or either lose all memory of
you, lose all memory of a creature you are both familiar
with, or lose all memory of the last day until they can
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pass this saving throw, which they can remake every 1d4
You have disadvantage on religion checks hours. If a creature misses 24 hrs worth of these saving
but learn the sacred flame and spare the throws, they lose this memory forever.
dying cantrips.
Fey You may have caused a disturbance in
nature, ticked off the wrong dryad or elf, or Unseal
been the victim of mischief
At 18th level, you have broken the seal on your
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You cannot be resistant to psychic


memories. Every creature that could have memories
damage but learn the mind sliver and vicious
of you from before the seal does, and you are granted
mockery cantrips.
new insight on your life before your magic sealing. You
Fiend You may have broken a contract, have a permanent +1 to persuasion checks made against
disrespected a lord of hell, or aligned creatures who have memories of you, and you gain a
yourself with a god or group of paladins new feature based on your now broken seal:
You cannot be resistant to necrotic
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damage but learn the toll the dead and Seal Table
eldritch blast cantrips. Seal Potential Reason
Arcane You may have gotten into a fight with a Nature You may select spells from the druid
powerful magic user, been determined a spell list as well as the sorcerer list when
threat by a college of wizards, or gotten picking new spells.
involved in an evil mage’s plans
You have disadvantage on Arcana Celestial You are immune to radiant damage, as
checks but learn two wizard cantrips of well as disease.
your choice. Fey You understand every language spoken
or written and have expertise in the
Persuasion skill.
Fiend You are immune to necrotic damage, and
you heal 1d4 hit points whenever you make
an attack that deals necrotic damage.
Arcane You may select spells from the wizard or
sorcerer spell list when picking new spells
and have one additional cantrip of your
choosing from either list.
30
The mightiest of mages aren’t those with the most powerful spells, but the ones who are the most prepared. While
any mage can traverse the world, copying spells into their spellbooks, the Supreme Mage borrows power from beings
beyond the veil of the mortal realm. By invoking their names, the Supreme Mage can swap spells they’ve prepared for
those granted by these beings.

Wizard: The Supreme Tradition


Episode 2| Marvelous Heroes

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Other Focuses
At 2nd level, not one to rely solely on your arcane
powers, you gain proficiency with swords, axes, and
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unarmed attacks. You can use your Intelligence modifier
in place of your Strength modifier for attacks and At 6th level, choose an abjuration spell and a divination
damage with these weapons. spell from the wizard spell list. These spells always count
Additionally, if a creature you can see casts a spell you as prepared for you and do not count against your total
have seen before, you know what spell they are casting prepared spells.
without making an ability check. When you cast either spell, your AC increases by 1
until the start of your next turn.
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Astral Projection
Also at 2nd level, as an action, you can project your The Power of the Three
spirit from your body. This spirit has a flying speed of At 10th level, choose a conjuration, evocation, and
30 feet and is intangible. It glows brightly in a color enchantment spell from the wizard spell list. These
of your choice, giving bright light out to a radius of 5 spells always count as prepared for you and do not count
feet and dim light 5 feet beyond that. As long as your against your total prepared spells.
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spirit is projecting, your body is unconscious and you When you cast one of these spells, if you use the
cannot control it. lowest level spell slot to cast the spell, treat the spell as
You can keep the projection up for a number of though you used a spell slot one level higher.
rounds equal to your proficiency modifier. After that
you must make a Concentration check or the feature
ends and you immediately return to your body. The DC Quick Learner
for this check is 13 plus one for each time you’ve had to Starting at 14th level, as a reaction to a creature you can
make this check. see within 120 feet casting a spell, you can temporarily
You can use this ability twice, regaining all uses after memorize and prepare that spell. For the next hour, you
completing a long rest. can cast that spell using your own spell slots even if the
spell is not on your spell list. You can only temporarily
memorize one spell at a time in this way. Once you cast
that spell, it stops being prepared.

31
EPISODE III
Mutant Heroes

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You have an intuitive talent for mechanical devices, and use this ability to protect your allies in the field. You
instinctively wield technology to quickly and efficiently turn the tide of battle, especially against opponents
wielding otherworldly powers. Your mystic background and incredible deduction help you forge through the most
dangerous of battles.

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Artificer: Augmentative Artificer
Episode 3| Mutant Heroes

Proficiencies
You gain proficiency with the herbalism kit.

Bonus Cantrip
e Defensive Tech
Starting at 5th level, you can spend an action to give a
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target (including yourself) resistance to the damage type
At 1st level, you learn the mending cantrip. It counts as an of your choice for up to one minute. Doing so requires
artificer cantrip for you, but doesn’t count against your you to maintain concentration (as though concentrating
number of cantrips known. on a spell), to hold your temporary protection together.

Augmentive Spells Disempower


Starting at 3rd level, you always have certain spells At 9th level, you can temporarily disable the special
m

prepared after you reach particular levels in this class, as abilities of an enemy. Whenever you make a successful
shown in the Augmentative Artificer Spells table. These spell attack or a creature fails a saving throw against a
spells count as artificer spells for you, but they don’t spell cast by you, you can use your bonus action to force
count against the number of artificer spells you prepare. the creature to make an Intelligence saving throw. On
a failed save, the creature is unable to cast spells for the
Augmentive Artificer Spells next minute.
Paladin Level Spell Name You can use this ability a number of times equal to
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your Intelligence modifier (minimum of 1) and regain all


3rd cure wounds, shield of faith
expended uses after a long rest.
5th enhance ability, warding bond
9th dispel magic, revivify
13th death ward, fabricate Empowered Defenses
17th greater restoration, raise dead Starting at 15th level, when you use your Defensive
Tech ability on an ally, you may choose to add one of the
Mechanical Assessment following benefits to the target for the duration:
• Melee attacks deal an extra 2d6 acid, cold, fire,
Also at 3rd level, you deal double damage to constructs, lightning, or thunder damage
objects, structures, and vehicles thanks to your innate • The target gains a bonus to AC equal to your
comprehension of their assembly. As a bonus action, Intelligence modifier (minimum of 1)
you can grant this ability to an ally within 30 feet of you • The target adds your Intelligence modifier (minimum
for up to one minute a number of times per day equal to of 1) to any melee or ranged attack made for the
your Charisma modifier. duration

33
Those who take the path of steel stand apart from other Barbarians. The Path of Steel is one primarily dedicated to
defense of your loved ones and those who cannot defend themselves. A Steel barbarian’s rage is not a mindless rampage
of wanton destruction, rather it is the fury of a righteous person pushed to violence. Steel barbarians are typically
guardians of religious sites or refugee camps, forming a protective wall with their tremendous strength.

Barbarian: Path of Steel


Episode 3| Mutant Heroes

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Steel Carapace

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Starting at 3rd level, your latent muto-magic powers
have manifested. Whenever you enter your rage,
your skin transmutes into solid steel protecting you
from harm. You gain the following benefits until
your rage ends:
• You gain an alternative way to calculate unarmored
AC; your AC equals 14 + your Constitution modifier
while raging.
• Your Strength score and maximum both increase by 2
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Starting at 11th level, the base AC conferred by this
ability increases to 15 + your Constitution modifier and
your Strength score and maximum both increase by 4.
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Ferrous Physiology
Starting at 6th level, your muto-magic powers have
grown stronger. Whenever you rage, your entire
body transforms into living steel. While raging,
you have immunity to poison damage and to the
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poisoned condition.

Overpowering Wit
Starting at 10th level, you’ve learned to leverage your
brawn and size to interact and charm people better.
You gain a bonus to your Charisma (Persuasion)
and Charisma (Intimidation) checks equal to your
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Strength modifier.

Whalloping Strike
Starting at 14th level, you learn to use your tremendous
strength to temporarily stun your foes. When you hit
with a melee weapon attack you can use your bonus
action to force the target to succeed on a Constitution
saving throw (DC = 8 + your proficiency bonus + your
Constitution modifier) or become stunned until the end
of your next turn.

34
Those who walk this path learn to harness their rage to fuel their motion, becoming an unstoppable force capable of
shattering the stoutest walls and crossing the most difficult ground with contemptuous ease. Their momentum imbues
their strikes and harden their bodies with irresistible might, leading them inexorably onward through deadly melee
and dangerous terrain. On the field of battle, they are the tip of the spear, the vanguard smashing through the foe.
When war is a faint memory or mere promise, their rage allows them to clear stone and stump from fields for farmers
and herders.

Barbarian: Path of the Juggernaut


Episode 3| Mutant Heroes

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Unrelenting Rage
Beginning when you select this path at 3rd level, your
rage imbues you with the might to shatter obstacles in
your path, but if you lose your momentum, the power

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fades. Your rage ends if you don’t move at least 10 feet
during your turn.
While raging, you have resistance to all damage except
force, necrotic, psychic, and radiant damage, and you
count as two sizes larger, up to huge, when determining
your carrying capacity and the weight you can push, drag,
or lift. In addition while raging, you deal double damage
to objects, structures, and vehicles.
e Implacable Advance
Beginning at 6th level, the force of your rage allows you
to overcome obstacles with ease. While you rage, your
movement is unaffected by difficult terrain, and spells
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and other magical effects can neither reduce your speed
nor cause you to be paralyzed or restrained. You can also
spend 5 feet of movement to automatically escape from
nonmagical restraints, such as manacles or a creature that
has you grappled.

Fueled by Motion
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When you reach 10th level, your rage and momentum


invigorate you, bolstering you against those who would
stand before you. If you move at least 20 feet on your
turn while raging, you gain number of temporary
hit points equal to twice your Constitution modifier
(minimum of 1) and you can remove one of the
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following conditions: blinded, deafened, exhausted,


or poisoned.

Inescapable Wrath
Beginning at 14th level, your speed is inescapable, and
your wrath is irresistible. While raging, your movement
increases by an additional 10 feet while you aren’t
wearing heavy armor and your Rage damage bonus is
doubled if you move at least 20 feet on your turn. In
addition, while you rage, you can choose to be immune
to any spell or magical effect that would alter your form
or force you to move.

35
You are a passionate singer who can affect your audience in many ways. But you don't simply sing, and music is not the
only thing that dazzles those in your presence. Your performances benefit from the true nature of your power, which
is the vibration of sounds transformed into light and energy. You were born with this power and no one knows how it
came to be, except for the fact that it's an inherently shining talent which can be honed into something stronger.

Bard: College of Dazzling


Episode 3| Mutant Heroes

Light Show

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At 3rd level, you can create a flashy spectacle to be
used as entertainment or distraction. You learn the
dancing lights cantrip and color spray spell, which
doesn’t count against the number of bard cantrips and

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spells you know.

Resonance
Beginning at 3rd level, you absorb all kinds of sound
and store it inside your body until you choose to release
it as a blast of energy. When you hit a target with any
attack roll, you can spend your Bardic Inspiration to
deal thunder damage equal to the result on the Bardic
Inspiration dice.

Enthralling Stage
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Starting at 6th level, if you sing for at least 1 minute,
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you can attempt to enthrall your audience. At the end
of your singing, choose a number of humanoids within
60 feet of you who can hear and see you perform, up
to a number equal to half your level. Each target must
succeed on a Wisdom saving throw against your spell
save DC or be charmed by you and become incapacitated
as your voice continues to reverberates in their ears
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even after you stop singing. The target is unable to hear


anything else. This effect ends for an affected target after
1 hour, if it takes any damage, or if you attack it.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

Hypnotizing Display
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When you reach the 14th level, you can use your action
to create a reverberating pattern of sound and light on a
15-foot radius around you. Each creature within range
who can see or hear the pattern must make a Wisdom
saving throw. On a failure it takes 8d6 thunder damage
and becomes incapacitated for 1 minute. This effect
ends for an affected target if it takes any damage or if
someone else uses an action to shake the target out of
its hypnotized state. On a successful save, they only take
half damage.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

36
Monk: Way of the Storm
Episode 3| Mutant Heroes

Monks of the Way of the Storm foster a connection with their immediate environment as a means of realizing the
nonduality of existence. “As within, so without” is the mantra initiates are taught when they first begin their studies in
this tradition. These monks learn to manipulate the weather in accordance to their emotions, which must be strictly
regulated in order to maintain a safe environment. Once members of this tradition have gained sufficient control of
their emotional states, they learn to channel their aggression into devastating storms.
Despite their fearsome potential, many monks of this tradition are peaceable and soft-spoken, seldom, if ever, using
their powers to destructive ends. However, some initiates come to this tradition seeking to tame the storms that rage in
their own hearts. While such monks usually learn to master whatever grief or anger drives them, the storm is always

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within, ready to be unleashed at a moment’s notice.

Weather Control Precipitation

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Starting when you choose this tradition at 3rd level, Stage Condition
you no longer suffer the negative effects of extreme 1 Clear, light clouds, overcast
cold or extreme heat, and you ignore penalties to your 2 Fog, light rain, light snow
movement and ability checks due to nonmagical weather. 3 Heavy rain, heavy snow, sleet
In addition, you can spend an action to exert control
over the weather in an area around you out to 100 feet 4 Blizzard, hail, torrential rain*
per monk level. When you do so, you can change the
Temperature
conditions of the following parameters: precipitation,
temperature, and wind. You can modify the conditionse Stage Condition
as you wish within the ranges shown at stage 1 on the 1 Cool, warm
tables below. Alternatively, you can spend 1 ki point 2 Cold, hot
when using this feature to instead modify conditions up
3 Extreme cold, extreme heat
to stage 2. If the existing conditions are at a higher stage
than you, you can affect for one or more parameters, you 4 Unbearable cold, unbearable heat*
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cannot modify the conditions of those parameters. The
duration of this effect is Concentration, up to 1 hour, Wind
after which the conditions revert to whatever they were Stage Condition
before you used this feature. 1 Calm, light breeze
At 11th level, you can spend 4 ki points when using 2 Moderate wind
this feature to change conditions up to stage 3. At 17th
level, you can spend 7 ki points when using this feature 3 Strong wind
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to change conditions up to stage 4. 4 Gale*

* The effects of stage 4 weather are left to the DM’s


discretion, but are generally severe enough to cause 1d6
damage per round of an appropriate type to all creatures
in the area.
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Psychic Control
At 6th level, your control over electrical currents in the
air allows you to shield your mind from psychic attacks
and to assault the minds of others. You gain resistance
to psychic damage. Also, as an action, you can spend 2
ki points to force an enemy you can see within 60 feet
to make an Intelligence saving throw. On a failure, the
target takes 3d6 psychic damage and is stunned until the
end of your next turn. On a success, the target takes half
damage and is not stunned.
The damage increases by 1d6 when you reach 11th
level (4d6) and 17th level (5d6).

37
Storm Rage
At 11th level, you gain the ability to unleash your fury as
a terrifying storm. On your turn, you can enter a storm
rage as a bonus action.
While you are in a storm rage, you gain the
following benefits:
• You gain a fly speed of 60 feet.
• As an action, you can spend 1 ki point to strike out
with a bolt of lightning. Choose a point you can see
within 120 feet. Each creature within 5 feet of that
point must make a Dexterity saving throw. A creature
takes 3d10 lightning damage on a failed save, or half

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as much damage on a successful one. This damage
increases by 1d10 when you reach 17th level (4d10).
• As a bonus action, you can spend 1 ki point to let loose
a blast of wind. The wind blasts away from you in a
line 60 feet long and 10 feet wide, and persists until

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the beginning of your next turn. Each creature that
starts its turn in the line must succeed on a Strength
saving throw or be pushed 15 feet away from you in a
direction following the line. Any creature in the line
must spend 2 feet of movement for every 1 foot it
moves when moving closer to you. The blast disperses
gas or vapor and it extinguishes candles, torches,
and similar unprotected flames in the area. It causes
protected flames, such as those of lanterns, to dance
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wildly and has a 50 percent change to extinguish them.

Your storm rage lasts for 1 minute. It ends early if you


are knocked unconscious. You can also end your storm
rage on your turn as a bonus action.
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You can enter a storm rage twice between long rests.
Beginning at 17th level, you can enter a storm rage three
times between long rests.

Breath Control
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At 17th level, your control over the environment


extends even to the air you and others breathe. You gain
the ability to hold your breath for a number of hours
equal to 1 + your Constitution modifier (minimum of
30 minutes). In addition, you can spend 3 ki points as a
bonus action to attempt to rip the breath from another
creature you can see within 60 feet. The creature must
Sa

succeed on a Constitution saving throw or run out of


breath and is unable to breathe until you end this effect
as a free action or until you are knocked unconscious.

38
Rogue: Card Blaster
Episode 3| Mutant Heroes

You're a special kind of rogue. You have an unique touch of magic in your hands, one that can turn simple objects into
deadly weapons, charge the air to interfere with psychic abilities, or simply enhance your already notable skills.

Wild Card Concentrated Magic


At 3rd level, you are proficient with the loaded dice and Beginning at 9th level, you can concentrate the magical
playing card sets, and your unique abilities allow you forces around you into a variety of ways.
to turn such gaming sets into weapons. You can use Sensory Overload. As an action, you can confuse the

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dice or a playing card as weapons. They're considered mind of a creature you can see within 30 feet of you.
simple ranged weapons that deal 1d4 damage in your Until the start of your next turn, that creature has
hands, and have the finesse and thrown (20/60 feet) disadvantages on Wisdom saving throws.
properties. Dice deal bludgeoning damage while cards Shockwave. As an action, you can emit a powerful wave

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deal slashing damage. of force with a brief flashbang. Each creature in a 15-foot
cube originating from you must make a Constitution
Kinetic Charge saving throw (DC equal to 8 + your proficiency bonus
+ your Dexterity modifier). On a failed save, a creature
Also at 3rd level, your magical touch can enhance your takes thunder damage equal to your Sneak Attack
roguish abilities in a variety of ways. You gain the damage, is blinded, and is pushed 10 feet away from you.
following abilities. On a successful save, the creature takes half as much
Acceleration. Your control over the magical energy damage and isn't pushed and blinded.
around you enhances your physical conditioning and
balance. When you make a Dexterity check, you can
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add half your proficiency bonus (round up) if that check
doesn’t already use your proficiency bonus.
Charged Strike. If you haven't yet used your Sneak
Attack this turn, you can use your action to make a
ranged attack with a weapon that's no bigger than a
Redirect Heat
At 13th level, your own mind is charged with the mystic
forces you can channel, giving you a layer of protection
against mental attacks. You have resistance to psychic
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dagger (such as a card or dice) and charge that object damage and you have advantage on saving throws
with an explosive power. On a hit, the target of the against being charmed, frightened, or stunned.
attack takes extra force damage equal to your Sneak
Attack damage. Hit or miss, the object then explodes,
and the target and each creature within 5 feet of it must Royal Flush
succeed on a Dexterity saving throw (DC equal to 8 +
Starting at 17th level, through intense effort, you can
your proficiency bonus + your Dexterity modifier) or
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unleash a barrage of attacks with great power. As an


take force damage equal to your Sneak Attack damage.
action, you can attack four times as part of the Attack
You can use this ability a number of times equal to
action on your turn, but only using finesse or ranged
your proficiency bonus, and you regain all expended uses
weapons. When you do, your Sneak Attack doesn't apply
when you finish a long rest.
as usual, but you can treat your Sneak Attack damage as a
Enhance Weapon. As a bonus action, you can increase
dice pool and distribute it among those attacks.
the acceleration power of a weapon you're holding
For example, at 17th level, your Sneak Attack deals
and are proficient with. Until you finish a long rest
9d6 damage. For the first attack, you can choose to deal
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or use this ability again, the touched weapon has the


3d6 damage, 2d6 damage for the second, 3d6 for the
finesse property.
third, and 1d6 for the final attack.
Once you use this feature, you can’t use it again until
you finish a long rest.

39
The duplicitous rogue always seems to be in two places at the same time. A team unto themselves, they are a fast moving
and hard hitting strike force.

"I count on the only person I can trust– me."

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Ranger: Duplicity Archetype
Episode 3| Mutant Heroes

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Three’s a Crowd
Starting at 9th level, whenever you create a duplicate,
you create two duplicates instead. Additionally, your
duplicates now roll ability checks, attack rolls, and saving
throws in the same way as you do.
Whenever you create a duplicate, you can roll a
Dexterity (Stealth) check for it as part of it being created
so its creation is not noticed.

Beside Myself
e Many Hands Make Light Work
At 13th level, whenever you or one of your duplicates
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takes the Help action to aid another creature, in addition
At 3rd action, as an action, you create a duplicate to rolling with advantage on the roll, the creature gains a
of yourself. This duplicate possesses all of your bonus equal to your proficiency modifier.
statistics, nonmagical copies of your equipment, and Additionally whenever one of your duplicates uses
none of your class features. Your duplicates have the Help action, they do not disappear at the end of
hit points equal to your level. They are otherwise their turn. Instead, they disappear immediately after the
indistinguishable from you. creature they’re helping either succeeds or fail the action
This duplicate takes their turn after yours and is able the duplicate was helping with.
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to take any action you can. If the duplicate rolls an ability


check, attack roll, or saving throw, they only add your
proficiency modifier to the check. We Are Legion
At the end of its turn, the duplicate disappears.
At 17th level, when creating a duplicate, you can lower
When you start a short or long rest, all of your
your maximum hit points by 16. If you do, that duplicate
duplicates disappear.
does not disappear at the end of its turn.
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Additionally whenever you finish a short rest, you can


I Still Need You create any number of duplicates in this way. When your
Also at 3rd level, whenever one of your duplicates is duplicates disappear, your maximum hit points increases
about to disappear, you can use your reaction to stop by the same amount as their remaining hit points. After
this from happening. You can only save one duplicate 24 hours of not creating duplicates, your maximum hit
in this way. points return to their normal value.
Additionally, whenever your duplicate hits with a
weapon attack using a weapon you could use to Sneak
Attack, and neither you nor your duplicates have applied
Sneak Attack this round, you can apply it to that attack.

40
Rogue: Infiltrator Archetype
Episode 3| Mutant Heroes

You are someone with many faces, a master of deceit and disguise. Strict and intense training has taught you all the skills
you need to adopt someone else's identity and fool others. Whether it's a heavily guarded castle, a mysterious cult with
their own hidden hideout, or a court of nobles and leaders, you can infiltrate them in plain sight, extract confidential
information, or influence people and steer them in the right direction. There are many ways to fulfill your agenda.

Observant Deceiver Mystifying Transformation


Starting at 3rd level, you get good at picking up clues and At 17th level, your transformation ability gets stronger.

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getting your way through talking. You gain advantage on You can use the Shapeshifter feature as many times
any Wisdom (Perception) check to discover clues that as you like.
might help you while infiltrating a location. You also You can also use your action to polymorph into any
have advantage on any Charisma (Deception) check you creature you have seen up to a size larger than you with

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make to infiltrate a place or a group of people. a maximum CR equal to your level. This transformation
lasts for an hour or until you expend another use of
Shapeshifter this feature using a bonus action on your turn. You
automatically revert to your normal form if you fall
At 3rd level, you become an expert in disguise. You can unconscious, drop to 0 hit points, or die.
use your action to transform your appearance completely You can use this feature twice per day.
into a humanoid you have seen, adapting their voice,
distinguishing characteristics, along with their clothing While you are transformed, the following rules apply:
and armor. You retain your HP, skills, abilities, and stats • Your game statistics are replaced by the statistics
from your own equipment. You can't turn into someone of the creature, but you retain your alignment,
with a larger size than you.

your Charisma modifier (a minimum of 1). You regain


any expended uses when you finish a long rest.
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You can use this feature a number of times equal to
personality, and Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill and saving
throw proficiencies, in addition to gaining those of
the creature. If the creature has the same proficiency
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as you and the bonus in its stat block is higher than
yours, use the creature's bonus instead of yours. If the
Words of Myst creature has any legendary or lair actions, you can't use
When you reach the 9th level, your words have more them.
weight than before. You can suggest a course of action to • When you transform, you assume the creature's hit
a creature you can see that can hear and understand you. points and Hit Dice. When you revert to your normal
Your suggestion must be worded in such a manner as to form, you return to the number of hit points you had
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make the idea sound reasonable and does not cause direct before you transformed. However, if you revert as a
harm to themselves. result of dropping to 0 hit points, any excess damage
As an action, you make any Charisma check against carries over to your normal form.
the creature, contested by the target's Wisdom (Insight) • You retain your ability to speak in the language you
check. If you fail, the target turns suspicious and you know, not the creature you turn into, but you can
have disadvantage on any subsequent Charisma check understand its language.
you make against them. • You retain the benefit of any features from your class,
race, or other source and can use them if the new form
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You can use this feature twice per day.


is physically capable of doing so. However, you can't
use any of your special senses, such as darkvision,
Killer Imitation unless your new form also has that sense.
Starting at 13th level, when you kill a humanoid, you can • You choose whether your equipment falls to the
immediately use a bonus action to take on their form, ground in your space, merges into your new form, or
manner of speech, writing, and behavior. You gain access is worn by it. Worn equipment functions as normal,
to all their memories within the last day and also know but the DM decides whether it is practical for the
all information that an acquaintance would be familiar new form to wear a piece of equipment, based on the
with. The limitations of the Shapeshifter transformation creature's shape and size. Your equipment doesn't
feature still apply. change size or shape to match the new form, and any
You can use this feature once per day. equipment that the new form can't wear must either
fall to the ground or merge with it. Equipment that
merges with the form has no effect until you leave the
form.

41
Sorcerer Origin: Frozen Soul
Episode 3| Mutant Heroes

The chills of the northern wind have never bothered you, and in fact strengthen you. Your connection to the cold has
always existed and made you feel...different from others. It is unknown whether it was an ancient pact with an ice
elemental, your birth in a supernatural blizzard, a blessing from some unknown being of cold, or just a simple mutation.
Regardless of where it comes from, you feel at home in the ice and unbothered by chills that would freeze others.
Whatever your connection with the ice, you know how to use it to empower your magical abilities, and you know it’s
touch will never leave you.

Containing the cold, the never-ending chill of ice has left Icy Armor
a mark on your physical form. At your option, you can

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pick from or roll on the Frozen Soul Sorcerer quirks table Your power over frozen fractals allows you to
to create a quirk for your character: manipulate them to your defense. Starting at 14th
level, you can use your connection with ice and cold
Frozen Soul Sorcerer Quirks to manipulate the world around you. When you use
this feature as a bonus action, you can select one of the

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D6 Quirk
following options:
1 You are always icy-cold to touch • You can cast armor of agathys at 3rd level, without
2 Your eyes turn an icy blue whenever you expending a spell slot or material components.
cast a spell • You can project quickly disappearing paths of ice as
3 Your hair turns stark white you travel, letting you glide through them at higher
speeds. Your walking speed increases by 15 feet for 1
4 Whenever you have strong emotions or
minute.
are stressed, the air around you chills and
• You create a radius of ice and snow around you, lightly
snowflakes form
obscuring the area and creating difficult terrain for
5

6
Parts of your flesh have turned into
never-thawing ice
Whenever you speak, your words form a visible
mist, as if exhaling on a cold winter night.
e everyone who is not you in a 10-foot radius from you.
This effect lasts for 1 minute.

You can only have one use of Icy Armor active at a time.
You can use this feature a number of times equal to your
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Thermal Vision Charisma modifier (minimum of 1), and regain all uses
of it when you finish a long rest.
Your connection to ice and cold allows you to see
others’ body heat. Starting at 1st level, you can use your
bonus action to give yourself a special blindsight. This Avatar of Ice
blindsight has a radius of 60 feet and can’t detect undead
or constructs. You can use this feature once and regain The power of ice has claimed you but it gifts you with
its strongest power. Starting at 18th level, due to your
m

the ability to use it again once you finish a long rest.


Starting at 3rd level, you can use 2 sorcery points to use connection with primordial ice, you gain immunity to
this feature again. cold damage. In addition, you can spend 6 sorcery points
as a bonus action to magically transform yourself into an
avatar of ice. In this form, you also have resistance to fire
Ice Magic damage, create icy terrain in a 15-foot radius around you
Also starting a 1st level, your connection to primordial that is difficult terrain, and can use your action to create
ice allows you to learn either the ray of frost or frostbite a 15-foot cone of freezing wind and shards of ice. Any
Sa

cantrip (your choice) that does not count against your creature in this cone must make a Constitution saving
total cantrips known. This is a sorcerer cantrip for throw, taking 5d6 cold damage and 5d6 piercing damage
you. In addition, you also learn the ice knife spell as a on a failed save or half as much on a successful one.
sorcerer spell and it does not count against the number of You remain in this form for 1 minute. It ends early if
spells known. you are incapacitated, if you die, or if you dismiss it as a
bonus action.

Icy Heart
Your connection with ice gets stronger as your heart gets
colder. Starting at 6th level, you gain resistance to cold
damage. You also ignore difficult terrain created by ice
or snow. You can tolerate temperatures as low as −50
degrees Fahrenheit without any additional protection. If
you wear heavy clothes, you can tolerate temperatures
as low as −100 degrees Fahrenheit. You also learn to
channel your connection to ice in the spells that you cast,
using ice to fuel your magic. When you cast a spell that
42 does damage, you can spend 2 sorcery points to change
the damage type to cold.
Some people are born with gifts. Others are born with a curse. Few have considered the “ruby eyes” as a gift. At their
birth, these individuals were granted an extremely destructive power. Their eyes are the color of rubies and emit
dangerous energy that destroys everything in its path. The only way to stop this power is to close their eyes as their
eyelids are mutated to resist the effects of the energy.

Sorcerer Origin: The Ruby-Eyed


Episode 3| Mutant Heroes

Ruby Blast
At 1st level, as an action you can unleash an

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uncontrollable catastrophic beam by expending 1 sorcery
point. Creatures in a 15-foot cone in front of you, must
succeed on a Dexterity saving throw against your spell
save DC or take 7 (2d6) psychic damage. You can use
this feature a number of times equal to your proficiency

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bonus per long rest.
Whenever your proficiency bonus increases, the
damage of the Ruby Blast increases by 1d6 and the cone
grows by 5 feet.

Psychic Shield
Additionally at 1st level, you are resistant to
psychic damage. e
Focused Destruction
Starting at 6th level, you can focus your ruby blast into
a beam that is 60 feet long and 5 feet wide. Focused
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Destruction ignores half and three-quarters cover and
deals double damage against objects.
Additionally, you add your Charisma modifier to your
Ruby Blast damage.

Child of the Ruby


m

At 14th level, you have become an expert at controlling


the power of your ruby eyes but you have also maximized
their deadliness. Creatures that are within the area of
your Ruby Blast or Focused Destruction must succeed
on a Constitution saving throw before they make their
Dexterity saving throw or be vulnerable to psychic
Sa

damage. Also, creatures that are reduced to 0 hit


points by your Ruby Blast or Forced Destruction are
reduced to ash.

The Ruby-Eyed Deity


Beginning at 18th level, as a bonus action you can enter
an ascended state for 1 minute or until you lose your
concentration (as if you were casting a concentration
spell) by expending 5 sorcery points. During this state,
creatures within 15 feet of you have disadvantage on
their Constitution saving throws and take psychic
damage equal to your Charisma modifier whenever they
start their turn within 15 feet of you. You also gain a fly
speed equal to your walking speed for the duration and
you can hover.

43
Your heart beats with the fire of a raging sun, allowing you to control and absorb heat and radiation like no else:
empowering your own burning spells, drawing heat from the ambient environment, and even giving you ability to fly.

Sorcerer Origin: Solar Heart


Episode 3| Mutant Heroes

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Sunlight Spark

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At 1st level, you learn the light cantrip, which doesn’t
count against the number of sorcerer cantrips you know.
Once per long rest, when you cast it, you can choose to
make it emit sunlight.

Absorption Form
Also at 1st level, you can absorb the radiation of the lights
around you to enhance the power of your magic, cloaking
you with a dark, unreflective aspect. On your turn, you
can enter the absorption form as a bonus action.
When you do so, you gain the following benefits
for 1 minute.
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• You can extinguish all nonmagical flames within 30 Consume Fire
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feet of you as a bonus action.
• You gain a flying speed of 10 feet. This benefit works At 14th level, you can consume sources of heat to
only in short bursts; you fall if you end your turn in the increase your inner reserves. When you see a creature
air and nothing else is holding you aloft. within 60 feet of you cast a spell that deals fire or radiant
• Once per turn, when you roll fire or radiant damage, damage, or a spell that creates a source of light (such as
you can add your Charisma modifier to one damage daylight), you can use your reaction to absorb the power
roll. of such spell.
• You gain temporary hit points equal to your sorcerer Make a Charisma ability check, the DC equals 10 +
m

level. the spell's level. On a success, you can choose to gain


one of the following benefits:
Once you use this ability, you can’t use it again until you • Immediately enter Absorption Form, without
finish a short or long rest or until you expend 2 sorcery expending a use of the feature.
points to use it again. • Regain a number of Hit Dice equal to the spell's level.
• Regain a number of sorcery points equal to the spell's
level.
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Blazing Core Once you use this feature, you can’t use it again until
you finish a long rest.
At 6th level, you gain resistance to fire and radiant
damage. Additionally, when you cast a spell that deals
fire or radiant damage, you can swap the damage type for Endless Sun
either fire or radiant.
At 18th level, your control over the power of the sun is
limitless. You gain immunity to fire and radiant damage.
Redirect Heat In addition, while you're in your Absorption Form, you
Also at 6th level, You can control the temperature of gain these additional benefits:
the ambient around you. As an action, you can generate You gain a flying speed of 30 feet and you can hover.
enough dry heat to keep the temperature within 30 feet This benefit overrides the original flying speed.
of it at 212 degrees Fahrenheit (100 degrees Celsius). Your walking speed increases by 30 feet.
Alternatively, you can draw heat from within 30 feet of Whenever you make a Strength check, you gain a bonus
you, reducing the temperature around you by up to 148 to the check equal to your Charisma modifier.
degrees Fahrenheit (-100 degrees Celsius).

44
Known to few, the Cosmic Phoenix is a being of life, creation, and destruction that dwells in the Astral Plane. Their
power is old and great according to myths, with the power to create and destroy life on a whim, and their psychic
abilities are unrivaled in strength. All known knowledge about the Cosmic Phoenix is only that they are a powerful
being driven by their emotional state. When they find a host to offer power to, that person can sometimes succumb to
their darker side as the connection grows.
The Cosmic Phoenix could be any powerful entity that resides in the Astral Plane, that has great psionic ability, and/
or powers over creation and destruction. People who are hosts for this cosmic power feel an increase in their emotional
intensity, which influences much of their behavior.

Warlock Patron: The Cosmic Phoenix


Episode 3| Mutant Heroes

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Expanded Spell List
The Cosmic Phoenix lets you choose from an
expanded list of spells when you learn a warlock spell.
The following spells are added to the warlock spell

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list for you.

The Cosmic Phoenix Expanded Spells


Spell Level Spell Name
1 burning hands, dissonant whispers
2 detect thoughts, healing spirit
3 fireball, revivify
4 compulsion, wall of fire
5

Flame of the Phoenix


dominate person, immolation
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Starting at 1st level, the Cosmic Phoenix allows you
some control over fire. You learn the control flames Cosmic Mind
cantrip. This counts as a warlock cantrip for you, and it
doesn’t count against your number of cantrips known. Starting at 10th level, the Cosmic Phoenix has given
you ways to protect yourself even further. You have
resistance to psychic and fire damage. In addition,
Spark of the Phoenix whenever you are dealt damage, you can use your
Also starting at 1st level, your connection to the Cosmic
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reaction to let out a lash of psychic flame toward the


Phoenix gives you the ability to sense life and death and attacker. That creature must succeed on a Wisdom
use the power from it to your aid. Whenever a creature saving throw against your warlock spell save DC or take
within 30 feet of you dies, you can use your reaction to 2d10 psychic or fire damage (your choice). You can do
capture their final spark of life and use it to heal yourself this a number of times equal to your Charisma modifier
for 1d4 + your Charisma modifier. You can also attach + 1, and regain all uses of it when you finish a long rest.
the departing soul to an ally. They regain 1d4 + your
Charisma modifier hit points as well as the effect of the
Crown of the Phoenix
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bless spell for 1 minute. An ally must complete a short


rest before they can receive this benefit again. Starting at 14th level, you have become host to a large
portion of the Cosmic Phoenix’s power. If you are
reduced to 0 hit points or are subject to an effect that
Wings of the Phoenix would kill you outright (such as disintegrate, finger of
Starting at 6th level, you are able to channel some of the death, or power word kill), you become unconscious
Cosmic Phoenix’s power of flight. As a bonus action, but stable at 0 hit points. On your next turn, you arise
you can manifest a pair of fiery wings that give you a from your ashes - exploding in an aura of psychic fire.
flying speed equal to your walking speed, and you can Every creature within 30 feet of you must succeed
hover. These wings last for 1 minute. While these wings on a Dexterity saving throw or take 5d6 fire and 5d6
are active, you project a 30-foot-radius aura. Yourself psychic damage. You then return to life with half of
and any ally within this aura has advantage on Wisdom your maximum hit points and a free use of Wings of the
saving throws and death saving throws, and regains Phoenix, which lasts for 1 minute. During this time, you
the maximum number of hit points possible from any wear a crown of flames, and your eyes glow with cosmic
healing. You can do this once, and regain this ability energy. Once this ability occurs, you must finish a long
when you finish a short rest. rest before you can do this again.

45
This arcane tradition eschews the grosser physical forms of spellcasting in pursuit of a more refined ideal--magic
as the expression of thought. After first mastering the ability to cast spells using only their minds, wizards of this
tradition embark on a regimen of mental training akin to a warrior’s physical conditioning, seeking to increase their
mental strength, speed, and endurance in order to expand the scope of their power. Rumors tell of master mentalists
who have freed themselves entirely from the shackles of the physical realm to pursue ever greater knowledge as their
consciousnesses drift through the Astral Sea.

Wizard: The Mentalist Tradition


Episode 3| Mutant Heroes

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Mental Spellcasting
Beginning when you select this tradition at 2nd level,
your spells no longer require verbal, somatic, or material
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components, except for material components with a
listed cost. However, your physical skills atrophy as you
neglect them in favor of purely mental pursuits. You have Cerebral Orb
disadvantage on all attack rolls and ability checks using
weapons or tools, even those wielded magically. At 10th level, you imbue an orb, a helmet, or another
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item of your choice with a fraction of your psychic
powers. This item can act as the material component
Improved Message for the scrying spell, even if it is not worth 1,000 gp.
When you select this tradition at 2nd level, you learn You also add the scrying spell to your spellbook. If
the message cantrip. If you already know this cantrip, you already have this spell in your spellbook, you can
you learn a different wizard cantrip of your choice. add a different wizard spell of your choice of a level
The cantrip doesn’t count against your number of you can cast.
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cantrips known. When you cast scrying using the cerebral orb and
When you cast message, you can target up to 10 successfully create an invisible sensor, you gain the
creatures within range. All targets hear the same ability to cast message on targets at the sensor’s location
message. Each target can make their own response, but as if you were in the space occupied by the sensor. There
if more than one target responds you must make an is no limit to the number of times you can use this ability
Intelligence check with a DC equal to 10 + the number while scrying is in effect.
of targets responding. On a success, you can clearly In addition, once during scying’s duration, you can
hear every response. On a failure, all the responses are
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cast an enchantment or illusion spell that targets one


unintelligible. or more creatures as if you were in the space occupied
by the sensor. If the enchantment or illusion spell has
a duration of Concentration, you lose concentration
Unopposable Will on the scrying spell as normal, but the invisible sensor
Beginning at 6th level, there is no longer any question of persists until the enchantment or illusion spell ends, or
whether a spell’s target will bend to your will - the only for 1 minute, whichever comes first.
question is when. Any time you cast an enchantment or If your cerebral orb is lost or destroyed, you can create
illusion spell of 5th level or lower using a spell slot and a new one by spending 8 hours to imbue another
the spell targets one or more creatures, you regain the object with your power. If the old cerebral orb is still in
spell slot if all the spell’s targets succeed on their saving existence when a new one is created, the old item loses
throws against the spell’s effect. the powers granted by this feature.

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Mind Transferral
Beginning at 14th level, when you are reduced to 0 hit
points, you can use your reaction to project your soul
out of your body. If the triggering damage did not result
in instant death, the body you leave behind remains
alive but unconscious and makes death saving throws
as normal. If at any point your living body regains hit
points or dies and is targeted by revivify, your soul
immediately returns to your body. If your body dies and
is later targeted by raise dead or resurrection, you can
decide whether to return to your body.
When you project your soul out of your body, you

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occupy the same space as your body but floating a few
feet outside of it (if your body is moved, your soul does
not move with it). You are aware of your surroundings,
but you can’t move or use reactions. Other creatures
can’t perceive or interact with you, unless a special ability

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or magic has given them the ability to do so. The only
action you can take is to project your soul up to 100 feet,
either returning to your living body (ending the mind
transferral) or attempting to possess a humanoid’s body.
You can attempt to possess any humanoid within
100 feet of you that you can see (creatures warded by a
protection from evil and good or magic circle spell can't
be possessed). The target must make a Charisma saving
throw. On a failure, your soul moves into the target's
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body, and the target's soul is shunted into a corner of
their mind. On a success, the target resists your efforts
to possess it, and you can't attempt to possess it again
for 24 hours.
Once you possess a creature's body, you control it.
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Your game statistics are replaced by the statistics of the
creature, though you retain your alignment and your
Intelligence, Wisdom, and Charisma scores. You retain
the benefit of your own class features. If the target has
any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul is
unconscious and can’t move or take actions at all. While
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possessing a body, you can use your action to return


from the host body to your living body if it is within
100 feet of you, returning the host creature’s soul to
consciousness and restoring control over its body. The
host creature has no memory of what transpired while
it was possessed. If the host body dies while you're
in it, the creature dies. You can use your reaction to
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project your soul out of the host body when it is reduced


to 0 hit points in hopes of possessing a new body.
Otherwise, you die.

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The origins of this cold-crafting artificer vary depending on where you look and whom you ask. Some point to a
common criminal who crafted the first frost hand-cannon to steal jewels, or “ice” in his world’s slang. Others talk of a
scholar driven mad by grief at the loss of his beloved wife. Wherever the start, all can agree it’s best to stay out of range,
lest they find themselves turned into solid ice. Chilling.

Tool Proficiency Artificer: The Cryoficer


When you adopt this specialization at 3rd level, you gain
proficiency with alchemist’s supplies. If you already have Episode 4| Dark Heroes
this proficiency, you gain proficiency with one other type
of artisan’s tools of your choice.

Cryoficer Spells
Starting at 3rd level, you always have certain spells

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prepared after you reach particular levels in this class, as
shown in the Cryoficer Spells table. These spells count as
artificer spells for you, but they don’t count against the
number of artificer spells you prepare.

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Cryoficer Spells
Artificer Level Spell Name
3rd armor of Agythys, frost fingers
5th hold person, Snilloc’s snowball swarm
9th counterspell, elemental weapon
13th ice storm, Otiluke’s resilient sphere
17th antilife shell, cone of cold e
Frost Hand-Cannon
Starting at 3rd level, you have learned how to harness
the powers of the cold into a freeze-dispensing weapon.
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When you finish a long rest, you can use your alchemist’s
supplies to magically create a hand-cannon in an
unoccupied space within 5 feet of you. The Cold Becomes Me
Once you create a hand-cannon, you can’t do so again Starting at 5th level, you have become more attuned
until you finish a long rest or until you expend a spell to the powers of the cold. When you deal cold damage
slot of 1st level or higher. You can have only one hand- as part of a spell, you deal an additional 1d6 damage.
cannon at a time and can’t create one while your hand- Additionally, you are now resistant to cold damage.
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cannon is present. The hand-cannon is a magical object


that can be held in one hand, and has an appearance of
your choosing. Improved Frost Hand-Cannon
As an action, you can fire the hand-cannon in one of
two modes: beam or burst. Starting at 9th level, you have tweaked your hand-
cannons to be more effective in both beam and burst
Hand- Mode
mode. In beam mode, when a creature is restrained,
Cannon
they roll their Constitution roll at disadvantage. In burst
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Beam The hand-cannon emits a solid beam of cold mode, your hand-cannon now deals 3d6 cold damage.
that can turn any creature or object capable
of freezing into ice within 120 feet. Make
a ranged spell attack, originating from the Preserved In Ice
hand-cannon, at a creature or object within
120 feet of it. Starting at 15th level, you have discovered how to keep
Creature. On a hit, the creature is restrained the dying cryogenically preserved. By expending a 5th-
and must make a Dexterity saving throw level artificer spell slot, you touch a creature that has 0
versus your spell save DC. If they fail, they hit points. That creature becomes preserved in a vessel
are petrified. of ice. Any wounds, poison, diseases, or curses are still
Object. On a hit, the object becomes present, but are no longer active. Expending another
vulnerable to bludgeoning, piercing and 5th-level artificer spell slot removes the vessel of ice and
slashing damage. returns the creature to its original state.
This vessel remains in the place this feature was used
Burst The hand-cannon fires a snowball sized
until this feature is used again, or until the environment
hunk of ice at a creature within 60 feet. On
it is located in can no longer provide for it (IE, climate
a hit, the target takes 2d6 cold damage.
change, any sudden warming, change of plane, etc.).

49
Artificer: Scenographer
Episode 4| Dark Heroes

The scenographer is unique among artificers in that their creations rarely do anything, but rather appear to do them.
In fact, their great gift is in being able to make it look like anything is happening. Given time and preparation, they can
construct elaborate situations, mixing magical effects and practical trickery to gain advantage in battle.

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Bonus Proficiencies

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When you adopt this specialization at 3rd level, you gain
proficiency with the disguise kit and, when using any
tool with which you are not proficient, can apply half
your proficiency modifier to the roll. This reflects the
variety of tools and techniques needed to create your
elaborate illusions. In addition, you gain proficiency in
the deception and performance skills.

Scenographer Spells
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Also at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown
in the Scenographer Spells table. These spells count as
artificer spells for you, but they don’t count against the
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number of artificer spells you prepare. Illusory Summoning
Cryoficer Spells As you hone your skills, you learn how to weave illusion
Artificer Level Spell Name and deception together into facsimiles of creatures
summoned to your aid. Beginning at 5th level, as an
3rd dissonant whispers, silent image
action, you may create the appearance of a group of
5th mirror image, pyrotechnics summoned creatures. These may be any creatures of your
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9th enemies abound, hypnotic pattern choice that you have seen or studied, up to 1 creature of
13th hallucinatory terrain, phantasmal killer CR 2 or lower, 2 creatures of CR 1 or lower, 4 creatures
of CR 1/2 or lower, or 8 creatures of CR 1/4 or lower.
17th mislead, wall of light
They appear in any unoccupied spaces of your choice
within 30 feet of you, act on your initiative, and you may
Set the Stage use a bonus action on your turn to control the actions of
Your skills with theatrical displays of magical power any of them you can see. If you do not control them, they
repeat whatever command they were last given. These
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enable you to prepare battlefields to give you an


advantage and harm your enemies. Beginning at 3rd creatures are flimsy duplicates of the real thing. They
level, when you cast a spell with a casting time of 1 action have half the hit points of a normal creature of their type.
or faster, you can instead spend an extra 10 minutes If they interact with a creature, that creature may make
preparing that spell. If you do, the spell slot is expended, an Intelligence saving throw against your spell save DC.
but the spell is not yet cast. Instead, it is embedded in a If successful, that creature recognizes the summoned
space you touch no larger than 5 feet square. The next creatures as illusory. The attacks or damage dealing spells
time a creature enters that space, the spell is immediately or abilities of the summoned creatures deal half as much
cast as if you had done so, including concentration. If damage (rounded down) to those who recognize them
the spell targets a single creature, has a range of touch, as illusions and those creatures have advantage on any
or targets an area, it targets or centers on the space or checks or saving throws against the summoned creatures’
the creature in it. Spells which target multiple creatures spells or abilities. The summoned creatures vanish after
target the creature in the square, plus the nearest 1 minute, if they are reduced to 0 hit points, or if you
creatures until the number is met. These prepared areas lose concentration on the effect (as if concentrating on a
count against the limit of Magical Tinkering effects you spell). You may use this ability once and regain all uses of
may have active at once. it after a long rest.

50
In a Puff of Smoke
You become a master of escaping from harm in an
appropriately theatrical fashion.
Beginning at 9th level, when you are dealt damage,
you may use your reaction to teleport to a location you
can see within 90 feet. A 10-foot radius around your
previous position is filled with thick smoke of the color
of your choice. That area is heavily obscured until the
smoke clears at the start of your next turn. Once you use
this feature, you can't use it again until you finish a short
or long rest.

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Banish Into Illusion
You’ve learned illusions and deceptions so elaborate that
you can trap enemies in deadly nightmare worlds of your
design. As an action, choose a creature within 60 feet
of you. That creature must make an Intelligence saving
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throw against your spell save DC. On a failure, that


creature becomes trapped in an illusion of your choosing
for up to 1 minute or until you break concentration (as
if concentrating on a spell). If the creature takes damage,
it may repeat this saving throw, ending the effect on
itself on a success. You must take your action on your
turn to maintain the effect. The creature is treated as
blinded and deafened to the real world during the effect.
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As a reaction at the start of the creature’s turn, you


may shape the illusion to push them to take an action
of your choice, such as making a creature look like an
enemy and causing them to attack it or making an empty
room look like a deadly threat which must be fled. The
creature must succeed on another Intelligence saving
throw or follow that course of action during their turn.
The creature will not take obviously suicidal or harmful
actions, but may take dangerous actions that they are
unaware of, such as running off a cliff disguised as a
safe escape.

51
Barbarians who follow the Path of the Parasite forge a magical bond with an otherworldly creature, acting as a willing
host for the parasite’s survival. In return, the parasite grants these hardy warriors enhanced senses and magical features.

Barbarian: Path of the Parasite


Episode 4| Dark Heroes

Parasite Personality Trait


Those who tread this path might have been forced to
work alongside the parasite to ensure their own survival,

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or might have learned of the parasite’s mysterious power
from a dusty tome stolen from a wizard’s library and
decided to make that power their own. Regardless of the
choice, an aberrant parasite, once bonded with its host,

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forms a personality of its own, often childlike and chaotic
in nature. You decide the parasite’s personality when you
choose this archetype. Alternatively, you can roll or pick Murderous Form
a personality from the table below.
Beginning at 6th level, the aberrant parasite’s personality
Personality Table begins to form its own malicious agenda, often resulting
D4 Personality in angry outbursts or wild cackling only you can hear.
You can unleash this malicious personality when you
1 I like to eat everything, and see all creatures as rage. If you do so, for the duration of your rage, your
edible, regardless of how often my host tells e form shifts to appear more sinister, bloodthirsty or
me otherwise. intimidating, and you gain the following features:
2 I am obsessed with shiny objects. The more it • As a bonus action, you can transform one or both of
glistens, the more I want it. your arms into any type of melee weapon you have
3 I have an opinion on every topic and question previously seen. These weapons remain until you
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every decision my host makes. My curiosity is change them as a bonus action, or your rage ends.
often satiated quickly, though if someone doesn’t • Weapon attacks made using your transformed arms
answer my host politely, my first instinct is are considered magical for the purposes of overcoming
to eat them. resistance and immunity to nonmagical damage.
4 I share the same alignment as my host, but • At the beginning of each of your turns, you gain
magnify it tenfold. If my host is of a good a number of temporary hit points equal to your
alignment, I aim to be very good. If my host is Constitution modifier.
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evil, I ensure every decision they make is the


nastiest one possible. If my host is neutral, I jump Master of the Hunt
between purely good thoughts and purely evil
Starting at 10th level, you gain the ability to better adapt
thoughts on a whim.
to your surroundings and track your foes. You can cast
the invisibility spell a number of times equal to your
Aberrant Bond proficiency bonus, targeting only yourself. You regain all
expended uses when you finish a long rest. In addition,
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Starting when you choose this path at 3rd level, you you have advantage on Wisdom (Survival) checks to
magically bond with a formless, ooze-like being from a track a creature, provided you have access to a piece of
mysterious plane of existence beyond the stars. You can your quarry, such as a cutting of clothing, lock of hair, or
have the ooze settle atop your form like a second skin, piece of flesh.
granting you the following features:
• You gain a climbing speed equal to your movement
speed, and you can climb upside-down on ceilings or Unbreakable Bond
on vertical surfaces without needing to make an ability Beginning at 14th level, when you would be reduced
check. to 0 hit points, you can have your parasite take over to
• You can have the ooze manifest a set of lashing tendrils continue fighting while you recover. You immediately
from your arms, which latch onto nearby surfaces gain 30 temporary hit points and enter a rage, if you
to assist you when you move. You can move in any were not already in one, but must make death saving
direction provided there is a surface within 20 feet for throws as normal. If you lose these temporary hit points,
one or more tendrils to attach to. you die immediately.
• You can cast the web spell an unlimited number of Once you use this feature, you can't do so again until
times. Wisdom is your spell save DC for this spell. you finish a long rest.

52
Barbarian: Path of Synergy
Episode 4| Dark Heroes

By linking your body to stone, wood, and metal, you can absorb their properties and take on some of their traits.
Whether you need to be as durable as stone or as deadly as a steel blade - the elements of the world have become
your weapon.

Solid Absorption Reactive Absorption


Starting at 3rd level, when you enter rage, you can take At 6th level, when you are forced to make a Strength
on the qualities of an inanimate substance near you. The of Constitution saving throw, you can expend one use

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substance must be within 5 feet of you, nonmagical, solid, of your Rage ability to automatically succeed without
and in a quantity at least equal your body mass. You must rolling. While transformed, your unarmed attacks are
also be able to touch the substance. The transformation is considered magical for the purpose of overcoming
visible and obvious. When your rage ends, you revert to damage resistances.

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your normal form.
When you transform, choose three of the following
effects appropriate to the type and quantity of the Fluid Absorption
substance you’ve touched. Starting at 10th level, when you transform, you can
• Your unarmed attacks deal 1d8 bludgeoning, piercing, move through spaces as small as one inch without
or slashing damage squeezing and Dash as a bonus action. You also don’t
• You are resistant to one damage type: cold, fire, need to breathe. In addition, choose three of the
necrotic, poison following effects appropriate to the type and quantity of
• You have advantage on saving throws and ability material you’ve touched.
checks to resist forced movement
• Your size increases by one increment, and you
deal +1d4 damage with melee attacks. The target
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material must have a mass equal to at least twice your
bodyweight.
• Your unarmed attacks deal 1d8 bludgeoning, acid, or
poison damage
• You are resistant to one damage type: cold, fire,
necrotic, or poison
• You are immune to one damage type: acid, necrotic, or
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• Your AC becomes that of the material if it’s higher than poison
your own (AC 15 for wood, AC 17 for stone, or AC 19 • Your size increases by one increment, and you can
for metal). occupy another creature’s space. If you do, at the start
• Your ignore nonmagical difficult terrain of the creature’s turn it must make a Constitution
saving throw or begin to suffocate. The DC is equal
Also, the DM chooses one drawback appropriate to to 8 + your proficiency bonus + you Constitution
your new form: modifier
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• You become vulnerable to one damage type: • You ignore nonmagical difficult terrain
bludgeoning, fire, lightning, slashing, or thunder • You gain a swimming speed equal to your walking
• You triple your weight and reduce your speed by 10 speed
• You have disadvantage on Dexterity checks and saving
throws Also, the DM chooses one drawback appropriate to
• You have disadvantage on Strength checks and saving your new form.
throws • You have disadvantage on ability checks and saving
• Your AC becomes that of the material if it’s lower than
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throws to resist forced movement caused by wind or


your own (AC 11 for cloth, paper, or rope, or AC 13 water.
for crystal, glass, or ice) • If your unarmed attacks deal acid or poison damage,
you are unable to touch creatures or objects without
dealing that damage to them
Instinctive Insight
When you choose this path at 3rd level, you also gain Mutable Rage
the ability to discern hidden qualities of any material you While raging, you can spend a bonus action to transform
touch. As an action, you can touch an inanimate, non- from one material into another within 5 feet of you.
magical object or quantity of material and learn its AC, This has no effect on the duration of your rage, and
damage resistances and immunities, damage threshold, you can’t absorb the properties of more than one
and hit points. Starting at 11th level, you can also use this material at a time.
feature to identify magic items. Once you’ve used this
feature, you can’t use it again until you’ve completed a
short or long rest.

53
Arcane Absorption
Starting at 14th level, while raging, you can use a
bonus action on your turn to absorb some or all of the
properties of a magic item you’re touching. The item
must have an attack or damage bonus, confer damage
resistance to its user, or innately enable the user to cast
a damaging spell. If the item has more than one of these
features, such as a frost brand, choose only one at the start
of your turn. The effect of this feature depends on the
item’s properties.
• Attack/damage bonus. Gain the item’s bonuses to attack
and damage with your unarmed attacks. Examples: +1

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weapon, wand of the war mage +1, flame tongue sword.
• Damage resistance. Gain the damage resistance
conferred by the item. Examples: belt of dwarvenkind,
ring of resistance.
• Damaging spell. Your unarmed attacks deal an

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additional 1d8 damage of the spell’s damage type. If
the item is capable of casting more than one damaging
spell, choose the damage type of one of those spells at
the start of your turn. The additional damage dealt by
your unarmed attacks is of that type until the start of
your next turn. Examples: wand of lightning bolts, helm
of brilliance, staff of thunder and lightning.
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54
Most bards will tell you that the voice is a powerful thing, an aspect of many a bard’s magic and a powerful tool even
without the arcane. Bards in the college of Cacophony know this all too well, channeling their bardic magic to create
bursts of pure force, channeling the music of a thousand voices calling at once.

Bard: College of Cacophony


Episode 4| Dark Heroes

Singing Spells

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At 3rd level, any spell you cast with a Verbal Component
has its range doubled as long as the spell has a range of
10 feet or more.

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Voice Projection
At 3rd level, you know how to project your voice
powerfully, you can be heard up to 1 mile away when
you release the full power of your voice. In addition, you
can expend a die of Bardic Inspiration as a bonus action
before casting a spell with a verbal component, rolling it
and dealing that much thunder damage to one creature it
targets (if the spell targets you or an ally, instead target a
creature who can hear you within 30 feet).

Booming Spells
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At 6th level, all of your spells that use your voice can
become thunderous and damaging. Every time you cast
a spell with a verbal component, it deals 1d4 thunder
damage to a creature it targets (or a creature that can
hear you within 60 feet if you or an ally is the target).
You can also cast any spell with a verbal component
with a spell slot higher than it’s normal slot to change
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this damage to 1d8 per slot higher than the spell’s


normal slot.

A Thousand Voices
At level 14, your voice is so powerful it can cause harm
with even the quietest word. Whenever you speak to a
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creature, you can choose to force them to succeed on a


Constitution saving throw against your spell save DC or
take 1 thunder damage for every sentence you speak to
them for 1 minute.
In addition, you gain a natural weapon attack dealing
thunder damage in a 60-foot line from your mouth.
Targets within the line must succeed on a Dexterity
saving throw against your spell save DC or take 8d6
thunder damage. Once you use this ability, you must
complete a long rest to do so again.

55
There is a creature in this world that comes from another realm; the Symbiote Bloodshed. Its exterior looks little more
than a crimson colored slime but do not be fooled by its simplistic appearance; it is extremely intelligent. Said creature
can choose hosts depending on their martial prowess and infiltrate their bodies to… enhance them.
The relationship between host and symbiote can be violent, especially if their goals do not align. This symbiote cares
only about bringing carnage to the world. While the symbiote can attempt to take control over the infected body, it is
far stronger in cooperation and thus it will attempt to negotiate with its host to set common goals.

Fighter: Symbiote Bloodshed


Episode 4| Dark Heroes

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A Thousand Weapons
At 3rd level, as a bonus action, you can create any
melee weapon that you are proficient in. When you are
wielding a weapon created from this trait, you cannot
be disarmed. You can only equip one weapon this way
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at a time. The weapon lasts until you dismiss it as a
bonus action.
At 5th level, attacks from this weapon count as magical
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for the purpose of overcoming resistance and immunity
to nonmagical attacks and damage.

Evil Whispers
Also at 3rd level, you are possessed by the symbiote
bloodshed with an Intelligence of 10, a Wisdom of
14, and a Charisma of 16. The Symbiote Bloodshed
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can speak and understand one language of your


choice that you know but can only communicate
with you. It is chaotic evil and will whisper its evil
Losing Control
intentions toward you. At 10th level, you can no longer make nonlethal attacks.
Also, if you have 0 Hit dice, when you kill a creature you
Traits of the Symbiote regain 1 Hit Die.
Finally, as a reaction when you reduce a creature to 0 hit
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Finally at 3rd level, you gain vulnerability to fire damage points, you can add your proficiency bonus to all your
and resistance to thunder damage. damage rolls until the end of your turn.

Closing Wounds One With the Symbiote


At 7th level, you gain the ability to regenerate your Starting at 15th level, the Symbiote Bloodshed has
wounds. You can use Second Wind a number of become your trusty companion. It gains hearing and
times equal to half your maximum Hit Dice instead darkvision out to a range of 120 feet and adds your
of once. Whenever you use Second Wind, you also proficiency bonus to its Wisdom (Perception) checks. It
expend a Hit Die. can warn you of danger even when you are asleep.

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You’ve been infested by a parasite from the Astral Sea. It feeds off the bodies of those you kill and devour, growing
stronger with each feast. In exchange it grants you powerful abilities to hunt down and devour your prey.

Monk: Way of the Parasite


Episode 4| Dark Heroes

Wrath of the Parasite


Starting at 3rd level, you can use a bonus action to spend
2 ki points and summon forth the parasite from within,

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creating a layer of armor for yourself and a pair of razor
sharp claws. You gain the following benefits for the
next minute.
• Your AC increases by 2.

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• Your unarmed damage can be dealt as either
bludgeoning, piercing, or slashing damage.
• You gain the benefits of the jump spell for the
duration.

Devour
At 6th level, while Wrath of the Parasite is active, you
can use your action to make a Bite attack using your
proficiency bonus + your Strength or Dexterity modifier.
On a hit, the target takes 1d12 + your Strength or
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Dexterity modifier as magical piercing damage. If the
creature is not a construct or undead, you gain temporary
hit points equal to your Wisdom modifier.
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At 12th level, this attack deals 2d12 damage and
you gain twice your Wisdom modifier as temporary
hit points.
At 18th level, this attack deals 4d12 damage. If this
attack reduces a creature to 0 hit points you can use your
reaction to devour a large portion of the creature and
regain hit points equal to your monk level.
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Cling
Starting at 11th level, you are permanently under the
effects of the spider climb spell.

Parasitic Replacement
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At 17th level, whenever you start your turn with less


than your maximum hit points, you gain one hit point.
If you lose a limb or large portion of your body, it slowly
regrows during a long rest. Replaced limbs will appear
unnatural or alien like.

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A Sorcerer of a Demonic Bloodline struggles with containing the darkness inside them. Often the offspring of powerful
demons that pay no attention to their spawn. A Demonic Bloodline sorcerer slowly grows to control their incredible
powers, but often at a very deadly cost.

Sorcerer Origin: Demonic Bloodline


Episode 4| Dark Heroes

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Incantation
By 1st level, you have memorized a magical chant that
influences your spellcasting. Choose a string of words

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that take no longer than 6 seconds to recite. If you chant
this incantation when you cast a spell that requires an
Attack roll, you can add 1d4 to the total. This ability
requires you to speak to be able to recite the incantation.
When you reach 12th level, the bonus die
becomes a d6.

Nevermore e
Also at 1st level, the powerful energy that rests within
you becomes unruly at times, so you must maintain
utmost concentration. You gain advantage on all
Concentration checks to maintain spells. Maintain Control
In addition, whenever an enemy scores a critical hit on At 14th level, as your demonic powers grow, so does
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you, your DM can have you roll to maintain your control. your control over them. You have advantage on all rolls
Roll 1d20. If the result is greater than your Demonic made for Nevermore.
Bloodline level plus your Constitution modifier, you
explode outward in shadowy rage. All creatures within
15 feet of you must make a Dexterity saving throw (DC Spellbound
equal to your total roll) or take 1d6 force damage. Also at 14th level, your practices allow you to adapt
quickly to learning new magic. You can cast a spell that
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you have seen another creature cast within the last


As the Raven Flies minute. This costs a number of sorcery points equal to
At 6th level, you learn how to avoid danger or get close the spell’s level. It must be a spell that you have access
to finish a fight. You learn the spell dimension door. to (you know it, for example), and you consume the
This is always prepared and does not count against appropriate spell slot when casting it.
the number of spells you know. For you, the range is You can only replicate a spell once for each time you
increased to 750 feet. Whenever you cast this spell, you see a creature cast it.
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can have it appear as shadowy black wings that wrap


around you and then unfurl and disappear when you
appear at the targeted location. Fear Itself
In addition, you can cast this spell as a reaction after
By 18th level, your demonic blood draws the presence
you take damage. If you cast the spell this way, you
of dark creatures from the depths of the abyss. You can
cannot bring another creature with you.
spend as many sorcery points as you wish to summon a
fiend of that challenge rating. The creature obeys your
Child of the Demon orders for 1 minute and then fades into nothingness. You
Also at 6th level, the demonic blood within you jumps may dismiss the creature early as an action. The creature
at the chance to lash out at enemies. You learn the spell can either act on your initiative or roll its own.
hellish rebuke. This is always prepared and does not If this creature dies before it disappears, you can use
count against the number of spells you know. For you, your reaction to absorb half of the sorcery points you
the damage can be necrotic instead of fire. used to summon it.
As an action, you can cast this spell against any You may only have one summoned fiend from Fear
creature that has damaged you in the last minute. Itself at a time.

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Warlock Patron: The Green
Episode 4| Dark Heroes

Your patron is the Green, a web of magical energy that connects all of the realms’ plant life together. Your patron
may be a simple plant elemental or fey nature spirit. Even still, your patron could be the very web of energy, given a
semblance of sentience specifically to entreat with you. Those who form pacts with the Green become more attuned
to nature, and nature to them. They find that the bones of the earth themselves rise to defend them, and that they can
adopt hulking forms of vegetation in order to crush their foes.

New Pact Boon Option: Pact of Replenish the Green

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the Root Starting at 6th level, you learn to harness the innate
power of the green to recharge your magical reserves.
Your patron has gifted you with the gift of deep roots.
As an action, you touch a tree or other Medium or Large
Whenever you take a long rest, you can choose to root
plant. The plant takes 5 (1d10) necrotic damage and you
yourself in the ground in full view of the sun or other

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regain a use of your Pact Magic. You must finish a long
sunlight bearing object or item. While rooted in this way,
rest before you use this ability again.
you receive sustenance from the nutrients in the earth
and are considered to have eaten full rations for the day.
Additionally, at the end of the long rest, for every hour The Strength of the Old Forest
you spend rooted in the earth, up to a maximum amount
of hours equal to your warlock level, you may roll 1d4 Starting at 10th level, your Botanical Form improves.
and gain that amount of temporary hit points. While in your Botanical form, you gain the
following benefits:
• You can use your Charisma modifier in place of your
Botanical Form
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Starting at 1st level, you learn to conjure a mass of
vines and plants to protect you in the midst of battle.
As an action, you summon these plants, having them
wrap around you and cling to your form, gaining the
Strength modifier when making Strength checks and
Strength saving throws.
• You have immunity to poison damage and to the
poisoned condition
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following benefits:
• Your AC is calculated as 13 + your Charisma modifier The Roots of What You Believe
• Your speed is reduced by 10 feet Starting at 14th level, you learn to unleash the full power
• The ground within 10 feet of you is considered difficult of the Green, becoming one with the surrounding
terrain landscape. As a bonus action, you meld into the
landscape in a 60-foot radius, gaining the following
This form lasts for 1 minute or until you end it early as benefits for 1 minute:
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a bonus action. You must finish a long rest before using • When you move, you can instead choose to burrow up
this ability again. to your movement speed to a spot you can see within
range.
Roots of the Earth • As an action, you slam your arms into the ground
summoning thick, thorny vines to grasp your enemies.
Also starting at 1st level, your deal with your patron has Choose two enemies, they must make a Strength saving
allowed you to twist druidic magic to your own ends. throw or take 1d6 magical piercing damage and be
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You know the thorn whip and primal savagery cantrips, restrained and held aloft 10 feet in the air until the end
they count as warlock cantrips for you and do not count of your next turn.
against the amount of cantrips you know. When you use • As a bonus action, you can draw upon the vitality of
your action to cast thorn whip and hit, a large or smaller the plant life around you, gaining temporary hit points
creature must make a Strength saving throw or be equal to half your warlock level.
grappled and restrained by you until the end of your next
turn. You can restrain a creature in this way a number of You must finish a long rest before using this ability again.
times equal to your Charisma modifier (minimum of 1),
regaining spent uses on a long rest.

59
Invocations
Green Thumb
Prerequisite: 5th level, Pact of the Tome
You can cast the spell plant growth at will without
expending a spell slot.

Draught of Death
Prerequisite: 5th level, Pact of the Blade
When you hit an enemy with your pact weapon, you can
force them to make a Constutution saving throw as a
bonus action. On a failure, they take 1d4 poison damage

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per your warlock level.
You must finish a long rest before using this
invocation again.

Stygian Sticks and Stones

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Prerequisite: 5th level, Pact of the Chain
You can cast the spell summon lesser devil once per long
rest without expending a spell slot. When you summon
a devil in this way, its type changes to plant and it gains
vulnerability to fire damage.

Stride of Diatomaceous Air


You can use a bonus action to temporarily transform into
a cloud of spores and pollen, gaining a flying speed of
25 feet. You can hover in this form. While in this form,
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you cannot take any reactions, and the only actions or
bonus actions you can take is the Dash action and you are
immune to all damage. You can revert to your original
form as a bonus action.
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You must finish a short rest before using this
invocation again.

Full Frontal Plant Attack


Prerequisite: 5th Level, Pact of the Root
You gain a natural weapon attack with which you are
proficient, a thorn missile; you can use either Strength
or Dexterity for the attack and damage rolls with this
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weapon (range 60/130), which deals 1d6 piercing damage


on a hit. When you take the attack action, you can choose
to replace one or all of your attacks with a thorn missile.

I Wet My Plants
As a bonus action, you can draw the excess moisture
out of your body, firing it forth in a 30-gallon stream
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30 feet long and 5 feet wide. Any creature caught in the


stream must succeed on a Strength saving throw or take
2d8 bludgeoning damage and fall prone. Instead of a
creature, you can target an object that isn't being worn
or carried and that weighs no more than 200 pounds.
The object is either knocked over or pushed up to 15 feet
away from you.
You must finish a long rest before using this
invocation again.

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Judge, Jury, and Executioner--that’s what the Spirit has made you. You seek out the corrupt, the wicked, and the
impure...and render a terrifying judgment upon their souls.

Warlock Patron: Spirit of Vengeance


Episode 4| Dark Heroes

Expanded Spell List


The Spirit of Vengeance lets you choose from an
expanded list of spells when you learn a warlock spell.

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The following spells are added to the warlock spell
list for you.

Spirit of Vengeance Expanded Spells


Spell Level Spell Name

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1 searing smite, wrathful smite
2 phantasmal force, see invisibility
3 fireball, speak with dead
4 find greater steed, phantasmal killer
5 dispel evil & good, immolation

Vengeance of the Harmed


Starting at 1st level whenever you take damage, you can
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use your reaction to target the creature with eldritch blast.
If the creature’s alignment is evil, the damage roll from
this attack is maximized.
Purge the Sinner
At 10th level, whenever you damage a creature with
a spell, if that creature’s alignment is evil it suffers an
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additional amount of damage equal to its challenge
rating. If the creature is not of an evil alignment, it
Punish the Guilty suffers an additional amount of damage equal to half its
Also at 1st level, you have advantage on all checks that challenge rating.
use the Insight skill. You can use your Charisma for this
skill instead of Wisdom.
At 18th level, whenever someone tells a lie within 30 The Flames of Punishment
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feet of you, it registers as a noxious odor. The greater the Starting at14th level, you can invoke the flames of the
lie, the worse the smell. Nine Hells to burn your foes for 1 minute. All creatures
starting their turn within 30 feet of those who have
an evil alignment suffer 4d10 points of fire damage. If
Chains of Vengeance a creature hits you with a melee weapon attack, you
Starting at 6th level, when you hit a creature with can cast hellish rebuke without expending a spell slot.
eldritch blast you can use your reaction to summon a pair This damage ignores fire resistance and immunity. If
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of spectral chains to bind them in place. The creature a creature is not of an evil alignment, you can choose
suffers 2d8 psychic damage and is grappled until the end whether the creature suffers this damage.
of its next turn by these chains.

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A vastly intelligent, completely alien force has taken residence in your body. This patron forms a symbiotic partnership
with you: you allow it to continue its existence within you and it grants you access to powers to protect you both.

Warlock Patron: The Symbiote


Episode 4| Dark Heroes

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Symbiotic Form
Starting at 1st level, the symbiote can transform its host
body to better protect it from perceived threats.

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As a bonus action, you can activate your Symbiotic
Form, which lasts for 1 minute. This increases to 5
minutes at 4th level and 10 minutes at 10th level. This
The physical manifestation of this symbiote may be ability ends early if you are incapacitated or if you
internal, or simply concealed underneath your clothing, dismiss it. While the Symbiotic Form is active, you gain
but when symbiotic powers manifest they take a form the following benefits:
determined by your symbiote. • You grow in size as if under the effect of an enlarge/
Your symbiote acts as your spellcasting focus while reduce spell, and gain the spell’s benefits without
bonded to you. Additionally, when you choose your pact requiring concentration.
boon, it manifests in particular ways.

such, you cannot be disarmed.


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• If you later gain the Pact of the Blade feature, the
weapon you form is created as part of the Symbiote. As

• If you later gain the Pact of the Chain feature, the


• You gain blindsight out to a range of 30 feet. If you
already have blindsight, the range is increased by 10
feet.
• You gain resistance to slashing and piercing damage
from nonmagical sources
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familiar your patron grants you is a piece from your
symbiote that shifts to a form of your choosing. It While protected by the Symbiotic Form, you are
counts as an aberration, rather than beast, fey, field, or vulnerable to thunder damage. You may use this feature
celestial. a number of times equal to your Charisma modifier per
• If you later gain the Pact of the Tome feature, your day, and regain expended uses after a long rest.
book of shadows is part of the symbiote and can be
accessed psychically, requiring no action.
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Protective Nature
Expanded Spell List At 6th level, your symbiote has learned to keep its host
The Symbiote grants you access to an expanded list of alive, even in the most dire of circumstances. You gain
spells when you learn a new warlock spell. The following advantage on death saving throws and resistance to
spells are added to the warlock spell list for you. poison. While your Symbiotic Form is active, you gain
immunity to poison damage (this does not remove nor
Spirit of Vengeance Expanded Spells negate the poisoned condition) and cannot be surprised.
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Spell Level Spell Name


1 entangle, inflict wounds
Super Healing
2 alter self, web
At 10th level, while your Symbiotic Form is active, you
3 haste, nondetection
can use a bonus action to regain 2d6 hit points. This
4 Evard's black tentacles staggering smite increases to 3d6 at 14th level and 4d6 at 17th level.
5 contagion, dominate person

Superior Symbiote
At 14th level, your symbiote has formed a more
Bonus Cantrips complete bond with your form. While using Symbiotic
At 1st level, you learn the thorn whip and primal savagery Form, your Charisma modifier is added to your Armor
cantrips. They count as warlock cantrips for you, but Class and to the damage roll of any melee, ranged, or
don’t count against your number of cantrips known. spell attacks.

62
Eldritch Invocations
Imbue Familiar
Prerequisite: The Symbiote patron, Pact of the Chain
You can expend a warlock spell slot to put a little more
symbiote into your child, imbuing your familiar with a
bonus to attack, damage, and saving throws equal to your
Charisma modifier for the next 10 minutes.

Mind claw
Prerequisite: The Symbiote patron, Pact of the Blade
When you attack with your pact weapon, you may use

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your Charisma modifier, instead of Strength or Dexterity,
for the attack and damage rolls.

Terrifying Scream
Prerequisite: The Symbiote patron, Pact of the Tome

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You can expend a warlock spell slot and an action to
emit a scream empowered with the psychic energy of
your patron. Creatures within 60 feet must succeed on a
Wisdom saving throw equal to your spellcasting DC or
become frightened for 1 minute. Creatures may repeat
this saving throw at the end of each of its turns for
the duration.

Spider-grip
Prerequisite: The Symbiote patron, 7th level
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You can cast spider climb on yourself at will, without
expending a spell slot or material components.
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Wizard: The School of Enigmas
Episode 4| Dark Heroes

The pursuit of arcane knowledge, in all its myriad forms, is one of the foundations of many aspiring wizard’s lives.
While many wizards spend their waking hours poring over ancient texts, plundering forgotten tombs in search of
new scrolls to add their spellbook, and filling small rooms with conjured fireballs, there are those who prefer to use
their skills unraveling the grand puzzles of the multiverse - and confounding simpletons who don’t understand when a
raven is like a writing desk. Adherents of the School of Enigmas believe that magic can be manifested through exercises
that stimulate the brain, from clever mathematical problems (“Caravan A leaves Daggerford at 9 in the morning…”) to
simple children’s jokes (“Where does an 800 pound gorilla sit? Anywhere he wants.”). As such, an Enigmatist’s magical
portfolio is likely to contain spells from the enchantment and illusion schools of magic. Beware making an enemy of

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an Enigmatist, for you’re likely to find one of their magicked puzzles left in your quarters, or find yourself coerced into
solving an unsolvable riddle whilst they sneak out of view.

Irresistible Puzzle A Real Brain-Teaser

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Beginning when you select this school at 2nd level, Starting at 10th level, you have learned how to create
you have learned how to channel your magical powers illusions that torment the brain’s problem-solving cells.
through a small, hand-crafted puzzle of your choice. The When you create a minor illusion or programmed
appearance of this puzzle is your choice - it can resemble illusion, creatures that use an Intelligence (Investigation)
anything from a money maze to a Mulanese finger trap. check and fail to identify the illusion take psychic damage
As an action, you can send this puzzle through the aether equal to your wizard level.
to a square you can see up to 60 feet away. Choose a
creature you can see in this square that must succeed on
If Knowledge Is Power, Then A
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an Intelligence saving throw or become incapacitated
as they attempt to solve the puzzle for up to 1 minute.
At the end of each of its turns, and each time it takes
damage, the target can make another Intelligence saving
throw. The target has advantage on the saving throw if
God Am I
Starting at 14th level, you have learned how to channel
your mental energy into a powerful magical attack, much
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it’s triggered by damage. On a success, or if you use an like a mind flayer. By expelling a 5th level spell slot, you
action to recall the puzzle to your person, the effect ends can emit psychic energy in a 60-foot cone. Each creature
and the puzzle returns to you. This feature can only be in that area must succeed on a DC 15 Intelligence saving
used once per long rest. throw or take 3d8 psychic damage and be stunned for
1 minute. A creature can repeat the saving throw at
Riddle Me This the end of each of its turns, ending the effect on itself
on a success.
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Starting at 2nd level, when you target a creature with


an enchantment spell, the creature rolls their Wisdom
saving throw at disadvantage.

The Mind is A Fortress


Starting at 6th level, you have advantage on any skill that
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uses Intelligence as its ability modifier. In addition, you


have learned how to focus your mind to make it harder
for you to lose concentration when taking damage.
Whenever you take damage while concentrating on
a spell, the DC to maintain the spell is halved. If you
succeed on your roll, the creature that damaged you takes
psychic damage equal to your Intelligence modifier.

64
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65
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There’s just something about you. Maybe it’s your large front teeth, your plucky, can-do attitude, or maybe, just maybe,
it’s that giant prehensile squirrel tail you were born with. Whatever it is, you’ve been chosen to follow the Path of the
Unbeatable Squirrel. Good for you! With the power of squirrels at your side, there’s no foe you can’t defeat or hater you
can’t befriend. Now get ready to eat nuts and kick -- well, you know!

Barbarian: Path of the Unbeatable Squirrel


Episode 5| Heroes of Obscurity

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Unarmored Defense Change
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You make the following changes to Unarmored Defense:
The Power of Squirrels
At 6th level, you gain the strength and speed of the
multiverse’s mightiest mammal - the squirrel! While
raging, your speed increases by 10 feet and your Strength
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While you are not wearing any armor, your Armor Class
score and maximum increases by +4.
equals 10 + your Strength modifier + your Dexterity
modifier. You can use a shield and still gain this benefit.
Ba-donk-a-donk
Chuk-chuk! At 10th level, you gain the prized feature of any squirrel
There’s nothing cooler than squirrels, so it’s extra cool - a long, luxurious tail. This furry, prehensile tail
that you can now talk to them! At 3rd level, you gain the
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can grip objects, swing you from branches, or smash


ability to speak with squirrels. They can communicate down a door. When using it to swing, it is capable of
with you, and you can communicate with them, even if carrying you and up to one additional creature your
it doesn’t seem like you’re speaking the same language - size or smaller. When using it to smash, it does 2d12
which is super helpful because squirrels are everywhere! + your Strength modifier bludgeoning damage. You
are proficient in it. And best of all? IT’S THERE ALL
Squirrel-mazing THE TIME!!!!
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At 3rd level, you are able to channel the unbeatable


friendliness of squirrels to charm anyone trying to Totally Nuts
throw haterade at you or your allies. While raging, you
can spend an action to trade nuts, chat, and otherwise At 14th level, you gain a benefit that’s totally nuts --
get to know your opponent. Then you can make a the ability to bite through metal! While you’re raging,
Charisma (Persuasion) check with expertise (double your your teeth increase and your jaw strength becomes
proficiency modifier + your Charisma modifier) to try proportional to that of a squirrel. That means you can
to convince them to solve the issue nonviolently. Your bite with approximately 1,085,000 pounds of pressure!
soon-to-be-friendly foe contests your check with a flat So go on, bite through wood, iron, steel, or silver
1d20 roll (no modifiers); if it’s higher than your check, (adamantine is a bit too tough) -- it’s no match for your
fight on, but if it’s lower, they take your advice (and unbeatable jaw! If you choose to do the Bite attack
probably become your BFF, TBH). You have one use of against someone (which...gross), your jaws do 4d12 +
this feature, regaining the use after a short rest. your Strength modifier piercing damage.

66
A College of the Séance bard is one who knows how to communicate with spirits but often tends to find it as more of a
curse than a blessing. Never truly alone, these bards know that ghosts carry plenty of knowledge to those kind enough
to ask. They can make friends with ghosts and ask for their aid in reconnaissance and battle. These bards may have made
imaginary friends when they were young only to discover later that those friends were real—once.

Accidental Cult Bard: College of the Seance


At 3rd level, through your powerful charisma, you can
bend people to your will and make friends with almost Episode 5| Heroes of Obscurity
anyone. You have advantage whenever you make a
Charisma check or saving throw.

Detox

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Also at 3rd level, through years of abuse, you now
know how to purge your body of unwanted toxins. As
an action, you can cleanse yourself of all poisons and

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diseases that you wish to be rid of. Once you use this
feature, you can’t use it again until you finish a long rest.

New Friends
By 6th level, your charisma extends even to recently
created ghosts. When a creature you can see within 60
feet drops to 0 hit points, you can use your reaction to
coerce the spirit back into its body. The creature can
immediately stand up and make one melee attack against
a target of your choice within range.
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This ability can only be used on a creature once, even
if it is revived and dies again.
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Ask Around
Also at 6th level, your study of ghosts allows you to
better communicate with them across the planes.
You learn the spell speak with dead. This is always
prepared and does not count against the number of
spells you know.
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For you, speak with dead allows you to ask 7 questions.


In addition, you learn the commune spell. This is always
prepared and does not count against the number of spells
you know. For you, rather than communicating with
a patron, you can communicate with the spirits that
secretly reside in the surrounding area. This calls upon
a hivemind of ghosts, so information is not reserved for
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things that the beings knew while they were alive.

The Horror
By 14th level, you have nearly attained mastery over the
ghosts that follow you around. As an action, you can ask
these ghosts to become corporeal and assault all enemies
within a 30-foot radius. Any creature you choose within
range must make a Dexterity saving throw (DC equal to
your bard level), taking 3d10 + your Charisma modifier
force damage on a failed save, or half as much on a
successful save. These spirits ignore enemy cover and
illusion and can pass through physical objects.
Once you use this feature, you can’t use it again until
you finish a long rest.

67
The moon domain focuses on the mysterious lunar energies given off by the moon - the heavenly power that governs
the world’s tides, reproductive cycles, and causes lycanthropes to shift form. The moon gods vary in alignment,
including such gods as Selune, Malar, and Hathor. Werewolves both good and bad find themselves drawn to the moon
domain, either to appease their bestial savagery under Malar or to seek understanding and use their powers for good
under Selune.

Cleric: Moon Domain


Episode 5| Heroes of Obscurity

Domain Spells
The Spirit of Vengeance lets you choose from an
expanded list of spells when you learn a warlock spell.

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The following spells are added to the warlock spell list
for you. Spells marked with an asterisk can be found in
Channel Divinity: Power Absorption
Xanathar's Guide to Everything. Starting at 2nd level, you can use your Channel Divinity
to absorb magical effects for a brief time.

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Spirit of Vengeance Expanded Spells When you would be subjected to a spell or magical
Cleric Level Spell Name effect such as a mindflayer’s mind blast, you can use
your reaction to absorb the effects of the spell into your
1st divine favor, sanctuary
holy symbol to be used at a later date. The spell or effect
3rd Maximilian’s earthen is resolved as normal, but you can use your action on
grasp, moonbeam subsequent turns to replicate it, using your spellcasting
5th animate dead, erupting earth* modifier for the attack roll or save DC.
7th banishment, dimension door You can only have one effect stored in your holy
symbol at a time. If you use your Channel Divinity to
9th raise dead, wall of stone
absorb a new one, it replaces the old one. A stored spell

Bonus Proficiencies
When you choose this domain at 1st level, you gain
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Phased Transformation
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proficiency with martial weapons. Beginning at 6th level, your connection to space and
time grants you the ability to magically phase through
Weapon Master solid matter. As an action, you can transform yourself
and any objects you are carrying into an incorporeal
At 1st level, and again at 8th level, you adopt a particular state, which lasts for 1 minute. During this time, you
style of fighting as your specialty. Choose one of the must concentrate on this ability (as if concentrating on
following options. You can't take a Fighting Style option a spell). For the duration, you can move through other
more than once, even if you later get to choose again. creatures and objects as if they were difficult terrain. If
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you end your turn inside an object, you take 5 (1d10)


• Archery. You gain a +2 bonus to attack rolls you force damage.
make with ranged weapons You can use this ability a number of times equal to
• Dueling. When you are wielding a melee weapon in your Wisdom modifier. You regain expended uses of this
one hand and no other weapons, you gain a +2 bonus feature when you finish a long rest.
to damage rolls with that weapon.
• Two Weapon Fighting. When you engage in two-
Mental Fortitude
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weapon fighting, you can add your ability modifier to


the damage of the second attack. At 14th level, you have learned how to steel your mind
• Interception. When a creature you can see hits a against otherworldly intrusion. You have resistance to
target that is within 5 feet of you with an attack, you psychic damage and advantage on saving throws against
can use your reaction to reduce the damage the target illusions or being charmed.
takes by 1d10 + your proficiency bonus (to a minimum
of 0). You must be wielding a shield or a simple or
martial weapon to use this reaction. Moon’s Empowerment
• Thrown Weapon Fighting. You can draw a weapon Starting at 17th level, you can use a bonus action to
that has the thrown property as part of the attack you channel power directly from the moon, granting you
make with that weapon. In addition, when you hit deific strength and resilience for 1 minute. For the
with a ranged attack using a thrown weapon, you gain duration, you gain 50 temporary hit points, resistance
a +1 bonus to the damage roll. to bludgeoning, piercing, and slashing damage, and your
• Unarmed Fighting. Your unarmed strikes deal Strength increases to 26, if it wasn’t already.
bludgeoning damage equal to 1d6 + your Strength Once you use this feature, you can’t do so again until
modifier. If you hit a target with an attack using both you finish a long rest.
hands at the same time, the d6 becomes a d8.

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Druids of the Circle of the Red have a deeper connection to the animal kingdom than those in other circles. They are
able to tap into the hidden field that connects all animal life, and use it to borrow the traits of these beasts for their own
purposes. Known to these druids as ‘The Red’ this life force spans far beyond the Material Plane and even through time
itself. Often called shaman or beast talkers, these druids believe themselves to be walking avatars for the red, able to bind
with animal life in both body and soul.

Druid: Circle of the Red


Episode 5| Heroes of Obscurity

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Conduit of the Red
At 2nd level, you are able to temporarily take on traits
of the animals in your vicinity. As an action, you can
expend a use of your Wild Shape feature to gain two
Lesser Animal Traits from the Animal Traits table
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below. For a trait to be eligible, a creature similar to the
name of the trait must be within 5 miles of you. The Animal Soul
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traits last for a number of hours equal to half your druid At 10th level, as an action, you can transfer your
level (rounded down), or until you use this feature again. consciousness to a beast with a CR of 1 or less within
At higher levels you can gain more animal traits when 100 feet of you. If the creature is not willing, it must
you use this feature, gaining a total of 3 traits at 6th level, make a Wisdom saving throw against your Druid
4 traits at 10th level, and 5 at 14th level. spell save DC. On a failed save, you telepathically take
control of the beast, using its statistics and controlling its
Animal Empathy actions. While inhabiting the beast’s mind, your body is
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incapacitated as you appear to be in a trance.


Also at 2nd level, you can cast the spells animal This effect lasts for one hour but ends early if the beast
friendship and locate animals or plants at will, requiring moves more than a mile away from your body, the beast
no material components. Additionally, when a beast is dies, or if you take any damage. You can also end the
charmed by your animal friendship spell, you can use an effect at any time (no action required).
action to peer into the creature’s mind for one minute. Additionally, when you start your turn dying, you
When you do, you telepathically read its thoughts as can immediately use this feature (no action required)
well see its memories of the last 7 days. Once you use to attempt to reach out to a beast within 100 feet of
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this feature you cannot use it again until you finish you. You continue to make saving throws as normal,
a long rest. but can otherwise use your turn in the beast’s body. If
you die while inhabiting the beast, you remain in the
beast’s body, until such a time as your body is revived or
Greater Conduit of the Red the beast dies.
By 6th level, you are able to extend your reach into the
animal kingdom, gaining the abilities of creatures further
afield. When you use your Conduit of the Red feature,
Avatar of the Red (I Can See You)
you can choose any traits as long as a similar creature At 14th level, you become connected to the life force
is on the same plane as you. Additionally, rather than of creatures from across the planes, including far more
choosing a number of Lesser Animal Traits, you can powerful creatures than beasts, though only for a short
choose a single Greater Animal Trait instead. If you do time. As an action, you can expend two uses of Wild
so, you may still expend another use of your Wild Shape Shape at the same time to gain one Superior Trait from
to gain the Lesser Animal Traits in addition to it. the Animal Traits Table for one minute.

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Lesser Animal Traits
Name Benefit
Legs of the Spider You gain a climbing speed equal to your walking speed including upside down on ceilings,
without needing to make an ability check.
Claws of the Panther You grow claws on each hand, which you can use to make unarmed strikes. If you hit with
them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Fins of the Shark You gain a swimming speed equal to your walking speed.
Venom of the Snake When you hit with a weapon attack you can choose to deal poison damage, instead of the
weapon’s normal damage type.
Speed of the Horse Your walking speed increases by 15 feet.

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Nose of the Rat You have advantage on Wisdom (Perception) checks that rely on smell.
Eyes of the Hawk You have advantage on Wisdom (Perception) checks that rely on sight.
Ears of the Rabbit You have advantage on Wisdom (Perception) checks that rely on hearing.
Stealth of the Fox You have advantage on Dexterity (Stealth) checks when concealed by foliage.

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Leap of the Frog Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a
running start
Gills of the Carp You can breathe air and water.
Vision of the Owl You gain darkvision with a range of 120 ft.
Charge of the Bull After moving at least 20 feet in a straight line you can use a bonus action to force a creature
within 5 feet of you to make a Strength saving throw against your Druid spell save DC. On a
failed save the target is pushed 15 feet away from you.
Hooves of the Goat You have advantage on Dexterity (Acrobatics) checks to maintain balance and advantage on

Strength of the Ant


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saving throws against effects that would knock you prone.
You gain proficiency in Strength (Athletics) checks if you don’t already have it
and you count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.
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Pounce of the Tiger If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack,
that target must succeed on a Strength saving throw against your druid spell save DC or be
knocked prone.
Mimicry of the Raven You can mimic sounds you have heard, including voices. A creature that hears the sounds
you make can tell they are imitations with a successful Wisdom (Insight) check opposed by
your druid spell save DC.
Paws of the Badger You gain a burrow speed of 10 feet and can burrow through earth but not solid rock.
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Tactics of the Wolf You have advantage on attack rolls against a creature if at least one of your allies is within 5
feet of the creature and the ally isn’t incapacitated.
Stench of the Skunk Once while this trait is active, you can use a reaction to force creatures within 5 feet of you
to make a Constitution saving throw. On a failed save a creature takes 1d6 poison damage
and is pushed 5 feet away from you.
Survivability of the While this trait is active, the first time the you would drop to 0 hit points as a result of taking
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Cockroach damage, you instead drop to 1 hit point.


Reflexes of the Shrew You have advantage on initiative rolls.
Grace of the Cat You have resistance to falling damage.
Fleece of the Bear You have resistance to cold damage.
Skin of the Salamander You have resistance to fire damage.

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Greater Animal Traits
Name Benefit
Wings of the Eagle You gain a flying speed equal to your walking speed.
Ears of the Bat You gain blindsight with a range of 30 feet (you are blind beyond this distance).
Bulk of the Mammoth You grow one size larger, gaining the enlarge effects of the enlarge/reduce without needing
to concentrate on it.
Form of the Octopus You can move through a space as narrow as 1 inch wide without squeezing.
Shell of the Turtle You gain a +2 bonus to AC.
Camouflage of the You become invisible until you attack or cast a spell
Chameleon
Nimbleness of the You can use a bonus action to take the dodge or disengage actions.

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Hare
Regeneration of the You can use a bonus action to gain 1d8 temporary hit points.
Starfish
Sting of the Jellyfish When hit by an attack within 5 feet, you can use a reaction to deal 2d6 lightning damage to

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the attacker.
Crush of the Python When you hit with a melee weapon attack you can use a bonus action to grapple the target.
Until this grapple ends, the creature is restrained, and can’t use this benefit on another
target. The target can attempt to escape by using its action to make a Strength saving throw
against your Druid spell save DC.

Superior Animal Traits


Name Benefit
Displacer Beast
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- Attacks have disadvantage against you while you are conscious
- When you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail
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- You can use a bonus action to make a melee spell attack against two targets within 10 feet
of you. On a hit, each target takes 2d6 + your wisdom modifier bludgeoning damage
Tarrasque - Your size becomes large
- You gain a +3 bonus to AC
- You have advantage on saving throws against spells and other magical effects
- You can use an action to make a melee spell attack against a target within 5 feet. On a hit,
the target takes 3d8 + your Wisdom modifier piercing damage. If the target is a creature,
it is grappled. Until this grapple ends, the target is restrained, and you can’t use this action
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against another target. The DC to escape the grapple is your Druid spell save DC.
Kraken - Your size becomes large
- You gain a swimming speed of 60 feet and can breathe air and water
- You are immune to the frightened and paralyzed conditions
- You can use an action to make a melee spell attack against a creature within 30 feet of
you. On a hit, the target takes 4d8 bludgeoning damage and is pushed up to 30 feet and falls
prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage
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for every 10 feet it was thrown


Dragon - Your size becomes large
- You gain a flying speed of 60 feet.
- You have advantage on Charisma (Intimidation) and Charisma (Deception) checks
- You can use an action to exhale in a 15-foot cone. Each creature in that area must make
a Dexterity saving throw against your Druid spell save DC, taking 3d6 damage acid, cold,
fire, lightning or poison damage (your choice) on a failed save, or half as much damage on a
successful one.
Shell of the Turtle You gain a +2 bonus to AC.
Camouflage of the You become invisible until you attack or cast a spell
Chameleon

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A healthy diet leads to a strong body, and that is never more true than it is with you. Your body is unique in that it
learns from what it consumes, allowing you to manifest parts of the creatures you’ve eaten as parts of your own body.
The process is strenuous and requires extreme amounts of control, but through training and determination, you can
transform yourself into a hero whose powers are as versatile as you wish.

Druid: Circle of the Manifest


Episode 5| Heroes of Obscurity

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Circle Spells
Your powers infuses you with the ability to cast certain

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spells. At 3rd, 5th, 7th and 9th level you gain access
to circle spells via that compliment your abilities of
manifestation.

Circle of the Manifest Spells


Druid Level Spell Name
3rd alter self, spider climb
5th conjure animals, create e
food and water
7th polymorph, stoneskin
9th conjure volley, hold monster
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Manifest
At 2nd level, using your power of manifestation, you
can take features of beasts while still being humanoid.
As a bonus action, you can spend one use of your Wild
Shape feature and choose to take on some of the features
of the beast while maintaining your humanoid form. Expressing Duality
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Choose a beast you have the ability to transform into and


At 6th level, you have learned to adapt your body to
choose two features of that beast. Those features can be
accept different forms at the same time. You can choose
the following:
two beasts and choose a total maximum of three features
AC
from the two of them. Additionally, you can make two
• Speed (Ground, Swim, Burrow, or Flight if you have
attacks with manifested natural weapons when taking
access to those beasts)
the attack action, as if you have the multi-attack feature.
• Senses
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• Special Feature (Octopus’ Underwater Camouflage,


Wolves Heightened Senses)
• Natural Weapons
Extreme Manifestations
Beginning at 10th level, your manifestations are becoming
For the duration of your ability to Wild Shape, you gain more powerful and you are gaining a level of control
that one feature. If the feature is an attack, like a claw or thought to be impossible. When choosing beasts to use for
tentacle, one of your limbs transforms into that form and your manifestation, the CR of beasts available increases to
uses the beast's attack and damage modifier. If you gain half of your druid level, rounded down.
a new speed, your legs transform into gazelles or you
sprout wings from your back. You can still cast spells and
use objects like normal, but armor and clothing will need Chimera
to accommodate your shifting form. If the creature has At 14th level, you’ve mastered the art of mixing your
the multi-attack feature, you can only make one attack humanoid form with the powers of beasts. You can choose
with a manifestation. You may end this transformation three beasts and manifest a total of 4 features from the
early as a bonus action. set chosen.

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Fighter: Mystery Muscle Magic
Episode 5| Heroes of Obscurity

Very little is known about Mystery Muscle Magic fighters. One of a kind, these powers can apparently only be learned
by hopeful heroes from an odd pamphlet that, once read, can never be found or named again. Readers unlock the ability
to perform Mystery Muscle Magic, manipulating materials and reality with seemingly limitless potential by flexing
particular muscles in unique combinations.

Hero’s Heroic Form Matter Over Mind


When you choose this archetype at 3rd level, you must At 10th level your biceps have the power to destroy from

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choose an excessively heroic title of up to five words afar. As an action, you flex your biceps and instantly
that doesn’t include your name. This title can never be destroy up to a 5-foot-cube of physical material, such as
changed. Whenever you use a feature from this martial dirt, wood, stone, or metal.
archetype, a glimmering projection of your title appears You can use this feature a number of times equal to

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in the air above your head in large letters, and hovers your proficiency bonus. You regain all expended uses
there until the end of your turn. when you finish a long rest.
Additionally, while you are not wearing any armor
and the majority of your muscles are visible, your
Armor Class equals 10 + your Strength modifier + your The White Space
Charisma modifier. At 15th level, you can use your mystery muscle magic
to move through dimensional space. You know and can
Mystery Muscle Magic cast the plane shift and teleport spells, requiring only the
somatic component of a flex unique to each destination.
Starting at 3rd level, your powers of mystery muscle
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magic let you manipulate objects simply by flexing your
muscles at them. You know and can cast the mage hand
cantrip without requiring a vocal component. You must
flex your muscles in an obvious manner as part of the
Learning the flex to plane shift to a particular plane may
require experimentation, research, a quest, or some other
prerequisite at your DM’s discretion.
When you cast the plane shift spell, you can choose to
temporarily shift to a special liminal plane of infinite white
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somatic requirement. When you cast mage hand, the
emptiness between reality and the game called The White
spectral hand is invisible and has a carry, lift, pull, and
Space. While a creature is in The White Space, it can
push capacity equal to your own.
hear up to 20 words spoken to them by their controlling
Strength is your spellcasting modifier for any spells
player outside of the game, and recognizes these words
you cast using this archetype’s features.
as coming from something important beyond their own
When you reach 10th level, you learn and can cast the
existence. Any creature in The White Space can also hear
Bigby’s hand spell requiring only a somatic component of
up to 20 words spoken to them by the Dungeon Master in
an obvious flex. When you cast Bigby’s hand in this way,
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the same way.


the hand is invisible and you can’t use its Interposing
After 10 minutes, you and any creatures you brought
Hand ability.
to The White Space are returned to your previous plane
Once you have cast Bigby’s hand in this way, you can’t
and location, and you gain three levels of exhaustion.
do so again until you finish a short or long rest.
Once you have cast a spell using this feature, you can’t
do so again until you finish a long rest.
Look Up! A Brighter Future is
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Ahead of Us Ultimate Flex


At 7th level, your unshakably bright and hopeful hero’s At 18th level the reality-bending secret of the ultimate
attitude is evident to all, and you can use your mystery flex is yours. You can use an action to cast the wish spell,
muscle magic to help others be their true selves. You are replacing its vocal component with the somatic component
immune to effects which would change your alignment of a deeply personal and meaningful flex.
or alter, remove, or add any personality traits, bonds, Once you have used this feature, you can’t do so again
ideals, or flaws against your will. until you finish a long rest
Additionally, you can conduct a 10 minute flexing
ritual to restore the mind and personality of a creature
within 10 feet of you. You cure the creature of one effect
which would alter, remove, or add any personality traits,
bonds, ideals, or flaws, restoring those traits to their
original state. Alternatively, you can choose to remove
one effect that has changed the creature’s alignment, or
one effect that has removed or modified their memories.

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You’ve always been a rather bombastic personality, even before you discovered your powers. The abilities that you’ve
gained are extremely powerful, though very hard to control without hurting yourself or others. But through tireless
practice and training, you can become a hero second to none, defeating villains and saving people with an explosive flair.

Monk: Way of the Explosive Palm


Episode 5| Heroes of Obscurity

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Boom Controlled Ignition
Starting at 3rd level, you've managed to focus the energy Starting at 11th level, you are getting creative with your

range of self.
When you make an unarmed melee attack, you can
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from your body to create small explosions in the palms
of your hands. You gain access to the light cantrip with a
implementation of explosions. As an action, you can
spend 2 ki points create a very focuses blast of either
concussive force or bright light:
Glaring Blast. Creatures in a 10-foot square in front
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choose to have the attack deal fire damage instead of of you must make a Dexterity saving throw, taking fire
bludgeoning damage. Additionally, when you use your damage equal to your Martial Arts die and becoming
Flurry of Blows feature, you can choose to forgo the blinded for 1 minute on a failure. On a successful save,
attacks and instead create a large explosion. You create they take half damage and are not blinded.
up to w 10-foot cone in front of you, and creatures in Concussive Crash. Creatures in a 20-foot radius
that cone must succeed on a Dexterity saving throw around you must make a Constitution saving throw,
or take 2d4 fire damage. The damage die used in this taking thunder damage equal to your Martial Arts
ability equals your Martial Arts die. The size of the cone die and becoming deafened for 1 minute on a failure.
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increases to a maximum of 15 feet at level 11. On a successful save, they take half damage and are
not deafened.
These abilities count as attacks for the purposes of
Burst of Flight activating Flurry of Blows. You can also choose to forgo
Starting at 6th level, your explosions carry weight. Your dealing damage when activating them.
weight specifically (they can make you fly). When you
use your Step of the Wind feature, you gain a flying Rolling Eruption
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speed equal to your movement speed. If you end your


movement in the air, you immediately begin falling. At 17th level, you can create blasts that are second to
none. If you have moved at least 30 feet during your
turn, you can spend 4 ki points as an action and create
an explosion as a 30-foot cone in front of you. Creatures
in this cone must make a Dexterity saving throw,
taking damage equal to 4d10 + your monk level and
getting pushed 30 feet away from you on a failure. On
a successful save, the target takes half damage and is
not pushing.

74
The Oath of Eons calls to paladins who understand the importance, power, and fragility of time. Paladins who swear
this oath are sometimes called hourglass knights or time wardens. These knights often partner with wizards of the
divination school to protect the streams of time.
Time wardens gain some abilities that allow them to use temporal power to their advantage. They take this
responsibility very seriously, knowing that abuse of time has the potential to damage all of reality.

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Tenets of Eons
The tenets of the Oath of Eons hold paladins to their role
of protectors of time.
Focus. Keep an ear to the past and the future, but
always be in the present.
Worth. This hour is yours; use it well.
Sacrifice. To give your time to others is never a waste.

Oath of Eons Spells


Oath of Eons Spells table. See the Sacred Oath class
feature for how oath spells work.
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You gain oath spells at the paladin levels listed in the
Paladin: Oath of Eons
Episode 5| Heroes of Obscurity
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Oath of Eons Spells
The Power of Hour
Paladin Level Spell Name Starting at 7th level, your physical form is strengthened
to withstand the effects of time. You gain resistance
3rd alarm, longstrider to bludgeoning, piercing, and slashing damage from
5th blur, detect thoughts nonmagical attacks.
9th haste, slow At 18th level, you gain resistance to force and
psychic damage.
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13th dimension door, stoneskin


17th legend lore, wall of force
Timeless Body
Channel Divinity Beginning at 15th level, your ageing process slows. For
When you take this oath at 3rd level, you gain the every 10 years that pass, your body ages only 1 year. You
following two Channel Divinity options. are also immune to magical effects that cause you to age.
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Time Vision. You can use your Channel Divinity to


glimpse an hour into the future. The next time you roll
initiative, you have advantage on all ability checks and
One Moment to Shine
saving throws for 1 minute. At 20th level, you can use an action to gain the following
Temporal Strike. On a successful attack, you can use benefits for 1 hour:
your Channel Divinity to have the time stream empower • You cannot be surprised.
your weapon (no action required). You deal an additional • You cannot be incapacitated, paralyzed, or stunned.
1d6 force damage. This damage increases to 1d8 at 7th • You have advantage on all attack rolls, ability checks,
level, 1d10 at 15th level, and 1d12 at 20th level. and saving throws.
The creature must also succeed on a Wisdom saving
throw or be stunned until the end of their next turn. You regain the use of this feature after a long rest.

75
Paladin: Oath of Law
Episode 5| Heroes of Obscurity

The Oath of Law is one of absolute order beyond the moral quandaries of good and evil. Paladins that hold this oath are
often called judges or inquisitors. The reasons why a law has been broken are not relevant to a paladin of this oath, nor
are the consequences for the punishment they deal out in response. When a murderer takes a life, when a governmental
official accepts a bribe, or when a street urchin steals a loaf of bread to feed themselves — all can face the wrath
of this order.

Tenets of Law Lawful Interdiction

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A paladin who takes this oath wears a badge that At 7th level, When a creature within 10 feet of you rolls
embodies the spirit of the tenets. a 20 or a 1 on an attack roll, you can use a reaction to
Uphold the Law. Punish those who are witnessed force the creature to reroll the attack, using the new
breaking the law, and seek out and dispense justice upon result. You can use this feature a number of times equal

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those who subvert the law secretly. to your Charisma modifier (minimum of 1). You regain
Arbitrate the Law. Decide sentencing and act swiftly all expended uses when you finish a long rest.
and without hesitation. Do not show mercy. The At 18th level, you can use this ability on a creature
repentant should still fear the law. within 30 feet of you.
Be the Law. Be the definition of law-abiding, above and
beyond all loyalties to family, friends, king and kingdom.
No one is above the law, least of all you.
Sentencing Smite
By 15th level, once guilt has been determined you are
Oath of Law Spells empowered to carry out sentencing on your foes. As a
bonus action, you can designate a creature for sentencing

Oath of Law Spells table. See the Sacred Oath class


feature for how oath spells work.

Oath of Law Spells


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You gain oath spells at the paladin levels listed in the within 60 feet of you that you can see. The next time you
hit the target and spend a spell slot to deal Divine Smite
damage, you can choose one of the following additional
effects to apply.
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Death. The target has vulnerability to all of the
Paladin Level Spell Name attack’s damage
3rd command, faerie fire Isolation. The target is paralyzed until the end of
5th locate object, zone of truth its next turn
Hard Labor. The target has disadvantage on attack rolls
9th clairvoyance, hypnotic pattern
and ability checks for one minute.
13th compulsion, locate creature
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17th geas, hold monster You can use this feature a number of times equal to your
Charisma modifier (minimum of 1), and you regain all
Channel Divinity expended uses when you finish a long rest.

When you take this oath at 3rd level, you gain the
following two Channel Divinity options. Avatar of Justice
Lawgiver. As a bonus action, you can use your Channel
At 20th level, you become a walking embodiment of
Divinity to channel the spirit of the law into your ranged
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law. As a bonus action, you gain the following benefits


weapon, allowing you to bring down perpetrators
for 1 minute:
from afar. For the next hour, you can use your Divine
• You gain truesight in a 60-foot radius.
Smite feature when you hit with an attack using a
• You automatically detect when a creature speaks a lie
hand crossbow, light crossbow, or heavy crossbow. In
in a language you know.
addition, when you use a smite spell on the paladin spell
• When a creature hits you or an ally within 30 feet of
list (such as searing smite), you may use the effects on a
you with an attack, you can use a reaction and spend
hit with your chosen crossbow, even if the spell usually
a spell slot of 1st level or higher to deal your Divine
requires a hit with a melee weapon attack.
Smite damage to the creature.
Better Judgement. As a bonus action, you can use your
• When you hit a creature with an attack and deal
Channel Divinity to augment your ability to reason,
damage to it, you can also force it to make a Wisdom
discover evidence, and determine the guilt of those you
saving throw. On a failed save, the creature is charmed
pursue. For the next 10 minutes, you have advantage
or frightened (your choice) by you until the end of
on Wisdom (Insight and Perception) checks and your
your next turn or until it takes any damage.
thoughts cannot be read by magical means.
Once you use this feature, you can’t use it again until you
finish a long rest.

76
Paladin: Oath of Towers
Episode 5| Heroes of Obscurity

The Oath of Towers tasks paladins with a duty that can only be called monumental in nature: the protection of the
civilized world, and the constructed settlements where ordinary people live out their lives. To take this oath is to watch
over the delicate physical balance between cities and wilderness and to act as a living extension of buildings if the
need arises, using them to traverse great distances or discover elements of evil hiding within castle walls. Often called
Rook Knights or just Rooks, after the chess piece that resembles a castle, a Tower Paladin’s righteousness can become
powerful enough to cause the very firmament, and entire cities, to rise up as a just ally.

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Tenets of Law Channel Divinity
A paladin who takes this oath wears a badge that When you take this oath at 3rd level, you gain the
embodies the spirit of the tenets. following two Channel Divinity options.
Hold Back the Chaos. The settlements of civilization are Aegis of Civilization. As an action, you summon the

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bastions of light in an ocean of darkness. If they fall, the power of your deity to give you the strength to defend
world falls. civilization. For the next 10 minutes, gain a climbing
Change the World. Society can’t make progress without speed equal to your walking speed, and your jump
safety and security. Preserve what has been built so that distance triples. If you are in a settlement of at least 100
the world may be a better place. residents, you gain additional benefits depending on the
Preserve the Balance. There is room in this world for settlement’s size.
both cities and wilderness; the interests of one need not • Village or larger. Your walking speed increases by 10
diminish the other. Protect and advance the cause of feet.
civilization, but be mindful. • Town or larger. While you are in contact with
a building, you have advantage on Strength and
Oath of Towers Spells
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You gain oath spells at the paladin levels listed in the
Oath of Towers Spells table. See the Sacred Oath class
Dexterity checks.
• City. Your melee weapon attacks deal +1d4 force
damage.
City Sense. As an action when you are within a
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feature for how oath spells work. settlement with at least 100 residents, you can use your
Channel Divinity and cause your Divine Sense to have
Oath of Towers Spells increased range and impart additional information
Paladin Level Spell Name for 10 minutes. The bigger the settlement, the greater
3rd catapult, expeditious retreat the effects.
5th arcane lock, knock • Village or larger. The range of your Divine Sense
increases to 500 feet, but not beyond the village’s
9th clairvoyance, meld into stone
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boundaries. Within the range of your Divine Sense,


13th hallucinatory terrain, stone shape you know the age and composition of each structure,
17th animate objects, hallow and are aware of whether a given door is locked or
trapped.
• Town or larger. The range of your Divine Sense
Bonus Proficiencies increases to 1,000 feet, but not beyond the town’s
When you take this oath at 3rd level, you gain boundaries. Within the range of your Divine Sense,
you can sense the number and direction of secret
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proficiency with two tools of your choice, chosen from


mason’s tools, smith’s tools, and carpenter’s tools. doors, though not their exact location.
• City. The range of your Divine Sense increases to 1
mile, but not beyond the city's boundaries. You have
tremorsense to a range of 60 feet, and can make a
Wisdom (Perception) or Intelligence (Investigation)
check at advantage as a bonus action on each of your
turns.

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Door to Door
Starting at 7th level, you gain the ability to cast a limited
form of dimension door. As part of the casting, you must
physically pass through a doorway. Your destination
must be another door within range. If in a settlement,
choose one additional effect from those listed below,
limited by the size of the settlement.
• Village. Before or after teleporting, each creature of
your choice within 10 feet of you gains temporary hit
points equal to your Charisma modifier (minimum 1).
• Town. Before or after teleporting, you can use your
reaction to regain hit points as if you’d spent a Hit Die

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during a short rest (your Hit Die is not consumed).
• City. When a creature you can see passes through a
doorway you can see, you can spend your reaction
to use this feature on them. Unwilling creatures are
allowed a Charisma saving throw, and on a successful

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save are not teleported.

You can use this feature a number of times equal to


your Charisma modifier (minimum 1), and regain all
expended uses each day at dawn.

Bulwark of Civilization
Starting at 15th level, your devotion empowers the city
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itself to come to the aid of you and your allies. While
within 10 feet of a building of size Huge or larger, you
have a +2 bonus to AC and saving throws.
When a creature within 10 feet of a building deals
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damage to you or a creature you can see, you can
use your reaction to spend a spell slot and deal 2d8
bludgeoning damage to them, plus 1d8 bludgeoning
damage for each spell level higher than 1st, to a
maximum of 5d8.

Animate Building
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When you reach 20th level, while in a settlement with


at least 100 residents, as an action you can touch one
building size Huge or Gargantuan and animate it. The
animated building obeys your commands telepathically
and acts on your initiative count immediately after you.
If you become incapacitated or fall unconscious, the
animated building reverts to its normal inanimate state.
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Use the statistics of a stone golem, but its size is Huge or


Gargantuan, depending on the size of the building. It also
has advantage on Strength checks and saving throws, and
a damage threshold of 10. Make additional adjustments
depending on the size of the settlement you’re in.
• Village or larger. The building gains proficiency in
Constitution saves.
• Town or larger. Increase the building’s damage
threshold by an amount equal to your Charisma
modifier.
• City. The building’s melee attacks deal an additional
2d8 bludgeoning damage.

Once you’ve used this feature, you can’t use it again until
you’ve completed a long rest, unless you expend a 5th-
level spell slot to use it again.

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Ranger: Hematophage
Episode 5| Heroes of Obscurity

Rangers sometimes form a connection to nature that is so intense they are changed physically. Hematophages have been
changed by their bond with blood drinkers, most often vampire bats. While not true vampires or even undead, the
Hematophage has some abilities shared by these creatures. Unfortunately, these rangers also contend with a hunger for
blood. Regardless, the rangers who embrace this calling are determined and frightening opponents.

Hematophage Magic

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Starting at 3rd level, you earn an additional spell when
you reach certain levels, as shown in the Hematophage
Spells table. The spell counts as a ranger spell for
you, but doesn’t count against the number of rangers

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spells you know.

Hematophage Spells
Ranger Level Spell Name
3rd false life
5th see invisibility
9th fear
13th phantasmal killer e
17th seeming

Night Senses
Starting at 3rd level, darkness no longer hinders you.
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You gain blindsight out to a range of 30 feet and
darkvision out to a range of 60 feet. If you already have
Nocturnal Resilience
darkvision, its range increases by 30 feet. At 11th level, your body taps into your altered
bloodstream to recover quickly from damage. You have
Long in the Tooth resistance to necrotic damage. Additionally, as a bonus
action, you can use this feature to immediately regain 10
Starting at 3rd level, you develop fangs and the ability hit points. This lasts for a minute, regaining 10 hit points
to feed on the blood of your foes. You gain a bite attack
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at the start of each turn.


that deals 1d6 piercing damage. You regain a number of Once you use this feature, you can’t do so again until
hit points equal to the damage dealt. When you reach you finish a long rest.
11th level in this class, the damage of your Bite attack
increases to 2d6.
Embrace the Hunger
At 15th level, you can use a bonus action to willingly
Prowl the Night give in to your bloodthirst. For the next ten minutes,
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Starting at 7th level, you can climb difficult surfaces, your Bite attack’s damage increases to 2d10. You also
including upside down on ceilings, without needing to gain immunity to nonmagical bludgeoning, piercing, and
make an ability check. You also gain proficiency in the slashing damage for the duration. You cannot cast spells
Stealth skill. If you are already proficient in that skill, for the duration of your bloodthirst.
you gain expertise, doubling your proficiency bonus on Once this feature is used, you can’t do so again until
checks made with that skill. you finish a long rest.

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Warlock Patron: The Eternal Champion
Episode 5| Heroes of Obscurity

From birth your destiny was intertwined with a god-like being of the multiverse known as the Eternal Champion, a
manifestation and expression of the balance between Law and Chaos. Destined or doomed (depending on your outlook)
to maintain the balance through actions good or ill, our life is surrounded by strife and destruction. To face the hard and
grim tasks ahead, your patron has provided you with great magical and physical powers bound within a sentient weapon
manifested from pure fire and chaos.

Expanded Spell List grants you resistance to nonmagical bludgeoning,

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piercing, and slashing damage for the first round of every
The Eternal Champion lets you choose from an combat. These benefits last until you finish a long rest. If
expanded list of spells when you learn a warlock spell. you later gain the Pact of the Blade feature, this benefit
The following spells are added to the warlock spell extends to every pact weapon you conjure with that
list for you: feature, no matter the weapon's type, and your weapon

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gains sentience (communicating telepathically with the
Eternal Champion Expanded Spells
wielder and having the ability to hear and see normally
Spell Level Spell Name within 30 feet).
1st arcane weapon, inflict wounds
2nd blur, flaming sphere
3rd conjure barrage, pulse wave
Ebony Armor of the Dragon
4th fire shield, staggering smite Starting at 6th level, your patron wraps your body
with dark protective magics, giving your armor the
5th destructive wave, steel wind strike
appearance of black plate mail beautifully engraved with

Crimson Eyes
Starting at 1st level, you gain the ability to place a
deadly curse on someone with a flash from crimson
e draconic imagery coupled with a cape of pure shadow.
The protective magic grants the following benefits
to any medium armor you wear: +2 to your AC and
advantage on all saving throws.
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eyes. As a bonus action, choose one creature you can see
within 30 feet of you. The target is cursed for 1 minute. White Wolf
The curse ends early if the target dies, you die, or you
are incapacitated. Until the curse ends, you gain the At 10th level, your Crimson Eyes grow more powerful
following benefits: and your skin and hair turn a pale white. On your turn,
• You gain a bonus equal to your Charisma modifier as a bonus action you select a target cursed by your
(minimum of 1) to damage rolls against the cursed target. Crimson Eyes. This target suffers 1d8 + your warlock
level necrotic damage. You regain hit points equal to
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• Any attack roll you make against the cursed target is


made with advantage. twice the amount of necrotic damage dealt to the target.
• If the cursed target dies, you regain hit points equal Once you use this feature you cannot use it again until
to your warlock level + your Charisma modifier you finish a long rest.
(minimum of 1).

You can’t use this feature again until you finish a short
The Last Emperor
or long rest. Starting at 14th level, you can call upon your ancestral
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draconic ally for aid. As an action, you can summon


a young dragon of your choice. It appears in an
Bringer of Storms unoccupied space that you can see within 60 feet. The
dragon disappears when it drops to 0 hit points or after
At 1st level, you acquire the training necessary to 1 hour, whichever comes first. The dragon is friendly
effectively arm yourself for battle. You gain proficiency to you and your companions for the duration of 1 hour.
with medium armor, shields, and martial weapons. Roll initiative for the creature, which acts on its own
Your patron also grants you a powerful weapon turn. The dragon obeys any verbal commands that you
imbued with magical runes. Whenever you finish a long issue to it as long as they do not violate its alignment.
rest, you can touch one weapon that you are proficient If you do not issue any commands to the dragon, it
with and activate the power within the magical runes. defends itself from hostile creatures but otherwise takes
When you attack with this weapon, you can use your no actions.
Charisma modifier, instead of Strength or Dexterity, for Once you use this feature you cannot use it again until
the attack and damage rolls. Furthermore your weapon you finish a long rest.

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Wizard: School of Transposition
Episode 5| Heroes of Obscurity

Wizards who choose the school of transposition are the ultimate example of brain over brawn, choosing to sync their
consciousness up with a familiar who will do all the damage for them. Of course, that doesn’t mean they’re pushovers —
try acting like you know more than they do and you’ll see what happens!

Arsenic in Your Veins.


Beginning when you select this school at 2nd level,
you automatically learn the find familiar spell, which is

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always prepared. However, the spell has the following
changes: your familiar’s animal form can be any beast or
monstrosity that is 1/4 your wizard level, rounded down.
It is capable of attacking, and it uses the attack actions of

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its animal form.

Expanded Telepathic Bond.


Starting at 2nd level, you and your familiar can
communicate telepathically while it is within 1
mile of you.

Empathetic Bond. e
Starting at 6th level, while your familiar is present and
has at least 1 hit point, you are immune to all damage.
However, once your familiar drops to 0 hit points and
disappears, you immediately drop to 0 hit points, though
you are stable. You remain unconscious and at 0 hit
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points until you either receive magical healing or take
a long rest.

Sic ‘em, Girl


Beginning at 10th level, your familiar can now deliver
any spell you cast (not just touch) as long as it is within
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120 feet of you. It must still use its reaction to do so.

Runaway Consciousness.
Starting at 14th level, you can now transfer your
consciousness to your familiar. You can either do so
while still alive, which renders your original body
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unconscious, or when you die. Doing so switches your


familiar’s Intelligence, Wisdom, and Charisma stats with
yours, though they maintain their Strength, Dexterity,
and Constitution scores. While your consciousness is
in your familiar, they cannot be dismissed. If you are
still alive and your familiar drops to 0 hit points, your
consciousness returns to your body, and you have all the
hit points you did when you transferred consciousness. If
you are dead and your familiar drops to 0 hit points, their
body does not disappear, but they remain unconscious at
0 hit points until they either receive magical healing or
take a long rest.

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The Greasemonkey's Handbook
The Greasemonkey's Handbook is a comprehensive guide to
building, piloting and fighting alongside your very own
mechanical constructs in the fantastic world of Dungeons
and Dragons 5th edition.
Designed from the ground up to be completely
compatible with almost any campaign setting, this
handbook brings the world of mechs, tanks, cars, carts,
and any other mechanical, magitech, sci-fi vehicle or
construct you can think of into your games. With step-
by-step guides to building your own custom creations, the
possibilities are limited only by your imagination.

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Want to introduce your world to walking dieselpunk
tanks? The Greasemonkey's Handbook has rules for that.
You might have decided your spelljammer campaign
now needs demon-possessed robots with laser eyes, or
perhaps you've decided your Eberron or Ravnica games

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would benefit from magictech or steampunk mobile
suits, complete with mech-sized greatswords, shields and
ranged weapons? Well, The Greasemonkey's Handbook has
rules for that too.

New Spells and Class Options


The Greasemonkey's Handbook also introduces a brand new
school of Automation magic, alongside 51 construct-
themed spells, 40+ magical items, and 12 new class e
archetypes, including the tech-hunting ranger, spell-
weaving wizard, college of metal bard, and a mech pilot
prestige class!
Tear apart enemy mechs with the Deconstruct spell,
or manifest a wall of rotating gears to shield your allies
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from harm while atop a flying mechanical dragon - the
choice is yours!

Ravenloft Gazetteer: Verbrek


DOMAIN: VERBREK
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Return to the Mists with the Ravenloft Gazetteer


This atlas updates and brings forward to 5th edition
some of the Domains of Dread from past editions.
Join the Scholar "S" as she travels the wolf-ravaged
domain of Verbreak, where humans cower in terror
from the werewolves that infest every dark corner and
shadowed glade.
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INCLUDED WITHIN
• A full description of Fylfot, Alyssum and Duskpeace
Lodge
• Information on the child darklord Alfred Timothy and
his wolfpack
• The ex-Darklord, Captain Nathanial Timothy
• Hints and clues on the nature of Lycanthropy
• Random Encounters
• Full fledged NPCS, sidequests and plot hooks
• A hex map of Verbrek

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The Book Of Night - A
Ravenloft Player Companion
In this brand new collection of player options, wield the
dark powers of Ravenloft! Be part of the mist itself with
our Mistborne lineage, seek out and destroy the dark
powers with out Hunter background or choose one of
the 40+ new subclasses featuring dark delights such as:

The Blood Knight: Drain your enemies and wield your


body as a weapon
The College of Tarokka: Foretell doom for your foes
with our new Tarokka college, feature three different

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ways to use the cards including Tarrot, Standard Card
Deck and Dice!
Stitcher: An artificer capable of making his own
customized undead minion out of his fallen enemies!

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Way of the Wolf: Rip apart your foes with the
animalistic fury of a lycanthrope!
Oath of the Mist: Serve the mists as it sustains
your very life force! Call upon its power to
devastate your foes!
The Lost Love Patron: Your fallen lover gives you
protection and terrible undead powers
The Gifted Bloodline: Accept the potent gifts of the
lords of Ravenloft and wield their dark powers!
Two new Blood Hunters: Order of the Fangseeker

options based on our new Warlock Patrons!

Featuring dozens more that use Blood Magic,


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and Gravestalker, as well as brand new Profane Soul
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Necromancy, Lycanthropy, Dark Powers and even the
very Mists of Ravenloft!

Legendary Hunts: Coastal


Encounters
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Legendary Hunts: Coastal Encounters is a titanic tome of


mythical foes and coastal critters, brimming with a
vast array of magical items, custom art, harvest tables,
plot hooks, and yes, more monster hunts!

Mountains of Titan-Slaying Content


Brought to you by the creators of the adamantine-best
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selling Monster Hunts series and mithral best-selling


Here's To Crime, this 200 page supplement features over
50 stat blocks from challenge rating 1 to 23, spread across
9 chapters and complete with sea shanties, monster part
harvest tables, over 100 craftable magical items, 8 one-
shot adventures with battle maps, and over 30 plot hooks
with which to expand your campaign and inject these
mythical beasts and coastal critters into your world.

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