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Subclass Path of the Spirit Caller
Barbarians of the Green Folk of Maztica are trained from an early age to recognize and revere the spirit world. As they develop skill and experience, the spirit world comes to their aid. Feywild magic is the spirit magic utilized by the creatures of the Feywild.
Unlike Arcane magic, Feywild magic does not rely on one’s own soul so much as one’s connection with the natural world. Masters of the Feywild hear the call of the spirits and heed them, and in return are granted power from the spirits in a symbiotic relationship.
Spirit-Calling (also sometimes referred to as “evocation”) is the act of calling upon the spirits. Those who can call upon the spirits are capable of great feats such as creating a wave of water from a spring, or calling forth flame spirits to burn away an enemy.
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Spirit Bolt (Tier 1)
When the Barbarian successfully attacks with a bow, roll a Spirit Check (1d20 +Proficiency Bonus) . If Raging, roll with Advantage. DC is 15. On Success, the striking arrow is accompanied by a three spirit ravens (Magic Missle spell attack) which appear out from the arrow itself while it travels to its target doing 3d4+3 Force Dmg.
(At Tier 2, equivalent of Spell at 2nd level)
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Spirit Blade(Tier 1)
When the Barbarian successfully attacks with a bladed weapon (tomahawk), roll a Spirit Check (1d20 +Proficiency Bonus). If Raging, roll with Advantage. DC is 15. On Success, the striking blade is accompanied by a spell attack which automatically succeeds. Roll 1d4 to determine spell
1d4 |
Spell Effect (Cantrips) |
1 |
Lightning from above strikes (1d8 Lightning) Shocking Grasp |
2 |
A frigid beam of blue-white light strikes (1d8 Cold) Ray of Frost |
3 |
A beam of crackling energy strikes (1d10) Eldritch Blast |
4 |
A burning mote of fire strikes (1d10) Fire Bolt |
(At Tier 2, choose Level Evocation Spells)
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Spirit Beast (Tier 1)
While Raging, if a Critical Hit is scored, roll a Spirit Check (1d20 +Proficiency Bonus). DC is 15.
On Success, The Spirit of a Displacer Beast bursts out spectacularly from your body and attacks the nearest enemy (Within 40ft) and then fades.
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) Force damage.
After fading, the Spirit Beast leaves you with the effects of the Blur spell for 1 min.
(At Tier 2, choose either another beast or multiple Displacer Beasts)
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FeatName (Tier 2)
Feat Description
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FeatName (Tier 2)
Feat Description
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Subclass Path of the Chainsmith
A notable Chainsmith is Angrath, a minotaur pirate who was trapped on Ixalan. Unable to return home to see his family, he channeled his rage and blacksmithing prowess to fight to find a way home – by whatever means necessary.
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Strike While The Iron is Hot (Tier 1)
Your blacksmithing expertise grants you an insight into the weak points of your foe’s armor, and a knack for knowing how to exploit them.
Whenever you successfully attack a creature that is wearing nonnatural and nonmagical armor, the damage reduces that creature’s armor class by 1.
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Molten Strike (Tier 1)
You gain a magical ability to super-heat your chain weapon while raging. Strikes count as magical and deal an additional 1d4 Fire Dmg.
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Chain Rule (Tier 1)
You gain basic telekinetic control of your chain weapon, allowing to do more in combat than simply dealing damage. While raging, you may make a special chain wrap attack as an action. Make an attack roll with a chain you are wielding. If this attack hits, you may choose one of the chain attack affects. You may use this ability a number times daily equal to your proficiency bonus.
Disarm: Make an opposed Strength check with the target. On a success, the target drops one weapon it is holding. The dropped weapon is pulled 2d6 feet away from target.
Grapple: Make an opposed Strength check with the target. On a success, the target is grappled, but may still move towards you.
Throttle: If the target is within 5 feet of you, you may make an opposed Strength check with the target, at disadvantage. On a success, the target is grappled, and is suffocating for the duration of the grapple. The grapple ends if the target breaks free or if you make an attack action.
Trip: Make an opposed Strength check with the target. On a success, the target falls prone, and is dragged 5 feet towards you.
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FeatName (Tier 2)
Feat Description
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FeatName (Tier 2)
Feat Description
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FeatName (Tier 3)
Feat Description
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FeatName (Tier 3)
Feat Description
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Runechild
The mysterious weave and flow of magic is feared by many folk across the realms. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and so born is the Runechild.
The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the ages, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.
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Essence Runes (Tier 1)
Your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in Sorcerer. These runes manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.
Spend 1 or more Sorcery Points (Max equal to proficiency bonus) as a Bonus Action to charge an equal number of Runes with any known spell or cantrip.
At the start of your next turn a single charged Rune can be expended as a Bonus Action without using a Spell Slot. If more than one Rune was charged, they can be expended, one at a time, during subsequent turns as Bonus Actions.
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Runic Magic (Tier 1)
Whenever you gain a sorcerer level, you can add one additional spell to your known spells list but they must be an abjuration or a transmutation spell within your Spell Casting Levels.
Alternatively, you can add one additional Cantrip from any school.
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Glyph of Aegis (Tier 1)
You can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a Reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.
You can touch a creature as an action and expend a number of charged runes equal to your proficiency bonus to transfer your Glyph of Aegis to it. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total.
Your Glyph of Aegis die becomes a d8 at Tier 2.
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FeatName (Level 6)
Feat Description
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FeatName (Level 6)
Feat Description
https://www.dndbeyond.com/subclasses/1146023-runechild
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Item Name: Riftblade of the Crusader
Type |
Weapon (Battleaxe) |
Rarity |
Legendary |
Attune? |
Yes |
Prereqs |
Dwarven Lineage |
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Item Description:
This dual bladed battle axe is made entirely of unbreakable ice. It is a replica of the original Riftblade held by Taark Shanak, founder and leader of Shanatar.
Magic Item: +2 To Attack and Damage rolls
Critical on 19 or 20
Reaction: Anytime a melee attack against the attuned user of this weapon misses, they will take the equivelent of the miss in psychic damage. (Example: Melee attack roll of 10 against an AC of 17 – 7 psychic damage is delivered against the attacker as a Reaction.)
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Item Levels:
This is how Item behaves in higher levels
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References:
Links out to sources about similar items or lore etc
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Item Name Frostspawn Ramstone
Type |
Wonderous Item (Amulet ) |
Rarity |
Rare |
Attune? |
No |
Prereqs |
None |
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Item Description:
This amulet was made from the tip of the horn of a Dragon-kin beast called a Frostspawn Ambusher. It does not require attunement, but the wearer does need to know how to trigger the magical effect.
Freezing Burst
The amulet radiates extreme cold in a 10-foot radius. Each creature within the burst must make a DC 12 Dex Saving Throw, taking full 3d10 Cold damage on fail or half on success.
Casting Time: 1 Action
Casting Technique: The user must mimic the movement of the Frostspawn Ambusher, holding the amulet and raising it slowly upwards. It takes some practice
Charges: 3 /day
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Item Levels:
It is possible, but not likely that this item will change behavior as its wearer increases level.
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References:
Ambush Drake
Bluespawn Ambusher
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Gem of Aid
Type |
Spell Gem (Green) |
Rarity |
Wondrous item |
Attune? |
No and Yes |
Prereqs |
None |
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Item Description:
1 charge/daily. No Attunement required. 1 Action required.
Usage: Squeeze gem firmly in the palm of hand for 6 seconds. This will cause hand to glow green. The spells benefits can then be passed on to up to 3 targets by touch (within 6 seconds).
Current HP increases by 6 and HP Max is increased by 6 for 1 hour.
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Item Levels:
With Attunement the power is magnified:
2 charges daily.
Current HP increases by 12 and HP Max is increased by 12 for 2 hours for 4 targets.
With Level Gain
3 charges daily
If player remains attuned to the gem for the duration of one entire level, the power is magnified. Current HP increases by 18 and HP Max is increased by 18 for 3 hours for 5 targets.
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References:
(Based on https://www.dndbeyond.com/spells/aid)
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I have chosen to use 5 tiers of play (names subject to change). Various things will use Tier levels as a matrix. Magical items, for example, may start to behave differently once a new tier is reached.
-
Tier 1: Levels 1-4 – Local Heroes
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Tier 2: Levels 5-8 – Heroes of the Region
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Tier 3: Levels 9-12 – Heroes of the Realm
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Tier 4: Levels 13-16- Masters of the Realm
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Tier 5: Levels 17-20 – Masters of the World
As described in the DMG, the tiers of play are as follows
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Item Lissewin’s Liniment Tin
Type |
Wonderous Item |
Rarity |
Uncommon |
Attune? |
No |
Prereqs |
None |
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Item Description:
This dinged-up, rusted and seemingly useless pocket tin holds one dose of greater healing ointment. (4d4 +4 HP Regained)
To use, simply smear the ointment on the skin of the injured person and HP is regained on contact.
If the ointment is replaced with a substance such as tar, oil or fat or even congealed blood, and is left in the tin overnight, at dawn the substance is become one dose of greater healing ointment.
However… There is a downside. If the substance is tainted with necrotic energy, the result of using the enchanted ointment will be reversed. (-4d4+4 HP)
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Item Levels:
If the substance is derived from a magical source, such as Dragons Blood, [define this bettter] the efficacy of the ointment is increased to Superior Healing Ointment. It may also have other benefits according to this table.
D20 |
Result |
1-7 |
Superior Healing Ointment (8d4+8 hp) |
8-15 |
8d4+8 hp + 4d4 +4 Temp HP |
16+ |
8d4+8 hp + 4d4 +4 Temp HP & Death Ward |
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References:
Links out to sources about similar items or lore etc
Potion of |
Rarity |
HP Regained |
Price |
Healing |
Common |
2d4 + 2 |
50 gp |
Greater healing |
Uncommon |
4d4 + 4 |
100 gp |
Superior healing |
Rare |
8d4 + 8 |
500 gp |
Supreme healing |
Very rare |
10d4 +20 |
1350 gp |
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Item: Keepsake of Trenstino
Type |
Wonderous Item (Bracelet) |
Rarity |
Rare |
Attune? |
Yes |
Prereqs |
None |
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Item Description:
This bracelet is made of strands of fine leather braided together with strands of a soft white metal. While wearing and attuned to this bracelet, the wearer gains +1 AC and +1 to all Saving Throws.
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Item Levels:
This is how Item behaves in higher levels
It is currently unclear how the magic will behave after it has spent time attuned to a single user.
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Backstory:
This item was worn by Trenstino Taobethi – who served as Lieutenant to the High Captain Rethnor in Luskan until he was killed. His mother has held onto this braclet as a keepsake for many years.
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References:
Links out to sources about similar items or lore etc
Bracelet is essentially the same as the ring of protection, but it is a bracelet instead.
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The Path of the Frostborn
These Barbarians know few things, but what they do know is the rage and anger that winter brings. These warriors know how to take the fury of winter and transform it into a potent reservoir of power. While many of them come from the northern parts of the world, these barbarians come from anywhere where the winters are bitter and devastating, and because of this they often act as guides and helpers to those navigating the frigid north.
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Fury of Frost (Level 3)
When you enter rage, you tap into the unbridled fury of winter and explode outward in freezing energy. While you are raging you are resistant to cold damage and all attacks done with melee attack do an extra 1d6 of cold damage.
This cold damage Increases at higher levels in this class, with 2d6 at level 6, 3d6 at level 10, and 4d6 at level 14.
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Frostvine Protector (Level 3)
As a bonus action, you create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Constitution Modifier * Proficiency Bonus.
This ability can be used a number of times daily equal to your Proficiency Bonus (twice at level 3)
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Heart Of The Blizzard (Level 6)
You are able to focus the cold and shredding winds of a blizzard into your strikes. When you make a melee weapon attack, you can infuse it with the power of a blizzard, if the attack hits when you use this ability, the target must make a strength saving throw equal to your 8 + your proficiency modifier + your constitution modifier. On a fail, the creature is thrown backward 15 feet in a gust of freezing wind and they are knocked prone.
This ability can be used a number of times daily equal to your Proficiency Bonus
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Frostvine Aggressor (Level 10)
Upon any successful Melee attack, you can choose to inflict Frostvine Aggressor upon the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.
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Frostbite Barrage (Level 14)
You are able to empower yourself with the fury and anger of winter and send a barrage of attacks at your opponents. As an action you roll 1d4, you attack extra times equal to the roll. If all the rolls hit, the target must make a constitution saving throw equal to 8 + your proficiency modifier + your strength modifier, if they fail they take 5d6 cold damage and their movement speed is halved until the end of your next turn.
You can use this ability once per long rest.