Dragon Domain

Dragon Domain

Mighty creatures of awesome size and primal magics, dragons have inspired awe in the common folk for eons – sometimes being worshiped like gods, other times worshiped as gods: Bahamut the platinum dragon, Tiamat the rainbow wyrm and Sardior the flawless. These god like beings imbue a fraction of their power unto their most devout followers.

Domain Spells

Cleric Level Spells
1st identify, chromatic orb
3rd alter self, enlarge/reduce
5th elemental weapon, fear
7th leomund’s secret chest, mordenkainen’s private sanctum
9th legend lore, circle of power

Bonus Proficiency

When you choose this domain at 1st level you gain proficiency with heavy armor.

Dragon’s Eye

At 1st level the cunning sight of your god has been passed onto you, You gain proficiency in the Perception skill Your proficiency bonus is doubled for any ability check that uses this skill.

Draconic Gift

Choose a Dragon type from the Draconic Gift table. The damage type, breath weapon and color associated with each dragon is used by features you gain later.

Breath Weapon

Dragon Damage Type Breath Weapon
Black Acid 5 by 30ft. line (Dex Save)
Blue Lightning 5 by 30ft. line (Dex Save)
Brass Fire 5 by 30ft. line (Dex Save)
Bronze Lightning 5 by 30ft. line (Dex Save)
Copper Acid 5 by 30ft. line (Dex Save)
Gold Fire 15 ft. cone (Dex save)
Green Poison 15 ft. cone (Con save)
Red Fire 15 ft. cone (Dex save)
Silver Cold 15 ft. cone (Con save)
White Cold 15 ft. cone (Con save)

Channel Divinity: Heart of The Dragon

At 2nd level you may use a bonus action to present your holy symbol and channel the draconic might of your gods. Your Draconic Gift determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic gift. A creature takes 2d10 +your cleric level damage on a failed save, and half as much damage on a successful one.

Channel Divinity: Winged Form

At 6th !eve~ as an action you may present your holy symbol and gain the gift of flight. A pair of dragon wings sprout from your back, granting you a flying speed equal to your current speed, your wings last for 1 minute before receding into your body.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Divine Strike

At 8th level you gain the ability to infuse your weapon strikes with divine energy. 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 damage type on the draconic gift table to the target. When you reach 14th level the extra damage increases to 2d8.

Soul of The Dragon

At 17th level you act as a conduit to your god’s true power. You can transform yourself into an adult dragon of your color as shown in the draconic gift table as an action as if with the polymorph spelL but you retain better ability scores, senses and proficiencies if you wish, in addition to gaining those of the creature. While transformed this way you do not have access to any of your class features.

Once you use this feature, you can’t use it again until you finish a long rest.

Tempest

Tempest

Rangers who emulate the archetypical Tempest hone their minds to be as sharp as their blades. As your abilities as a Tempest grow, you learn to transform your twin blades into a hurricane of steel. As your blades strike with ferocious speed, your newfound alacrity lets you zip to and fro’ like a hummingbird.

A Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as “dancing” to describe movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone– least of all poets. A Tempest focuses on learning the secrets of two-weapon fighting for a single purpose: the destruction of her enemies.

Whirling Blades

At 3rd level, you learn how to use a pair of blades with incredible speed. Once per turn, when you hit a creature with two or more melee weapon attacks while wielding two melee weapons, you can make another attack against that creature.

You may also cast spells that require somatic components even if you are holding a weapon in each hand.

Disorienting Speed

At 7th level, your speed increases by 10 feet. You also learn how to strike and then slip away without reprisal.

During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Cascade of Steel

At 11th level, you can use your action to make melee attacks against any number of creatures in a 30 foot line. You make a separate attack roll for each target and may have to continue moving so that the targets are in reach.

During your turn, you have advantage on any checks to Overrun or Tumble through a hostile creature’s space.

Tempestuous Celerity

At 15th level, you learn to focus on giving your preternatural speed a magical boost. You can cast the Haste spell once without using a spell slot, but only on yourself.

You regain the ability to cast it again in this way after you finish a short or long rest.

Primal Path

Primal Path

Primal Shifters can come from various pasts, such as an ancestor afflicted with lycanthropy, the child of a druid, or had their blood infected by a certain animal. No matter what has caused their blood to change, primal rangers tap into the savagery of nature to enhance their bodies through short intense burst of shapeshifting.

Primal Blood

At 3rd level you choose which type of animal heritage pulses through your veins, you gain certain traits based on this choice. As an action once after taking a long or short rest you may shift into a hybrid form of your race and the animal for 10 minutes.

  • Bat: You gain blindsight out to 30 feet, at level 14 you gain 30 feet of flight.
  • Bear: You gain + 1 AC, at level 14 you gain a +2d4 to damage rolls made with melee weapons.
  • Bull: You cannot be forcefully moved or knocked prone, at level 14 if you move at least 10 feet before you attack your next melee weapon attack deals 2d8 more damage, this can only be used once per turn.
  • Falcon: Darkvision out to 1 mile, at level 14 you gain the effects of the Jump spell while transformed.
  • Frog: You gain water breathing, a swim speed of 30 feet and can fight in water unhindered, at level 14 you may try to grapple a creature within 15 feet of you with your tongue as a bonus action.
  • Monkey: You gain advantage on opposed grapple attempts, at level 14 you may grapple up to 3 targets at once and qualify as a creature one size larger on grapple attempts.
  • Mouse: You may squeeze through spaces only a tiny creature or larger creature can, at level 14 you gain the evasion ability.
  • Owl: You gain advantage on stealth attempts and may hide as a bonus action, at level 14 you hover in place and don’t touch the ground, and your may dash as a bonus action.
  • Snake: Your reach increases by 5 feet, at level 14 you may take the dodge action as a bonus action.
  • Wolf: You gain the scent ability out to 120 feet, at level 14 you gain advantage on attacks if your animal companion is within 5 feet of your target.

Wild Surge

Starting at level 6 you can emulate the shape shift ability and may shift into the same type of creature as your animal companion, this works like the Druid’s Wild Shape feature, except you must transform into an exact replica of your animal companion, you may do this once per day and it lasts for a number of hours equal to a third of your Ranger level, you may end this at any time you wish.

Family Ties

At level 9, you are able to speak with animals of the same primal heritage, your social skills have advantage against them. Additionally your attacks while in animal form count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Wild Surge Enhancement

At level 11, Gain an additional use of your Wild Surge. Additionally, You may transform into an additional form that is less than or equal to the Beast Template CR for your level. It should be the same Heritage as your Animal Companion, but if there is not one, use the Advancement system for Beast Master for a lower CR creature.

Primal Morph

Beginning at 14th level your Primal Blood feature improves, additionally you may use this ability up to a number of times equal to your wisdom modifier after a short or long rest.

Chimera

At 18th level you may choose an additional Primal Blood shape to transform into when you use this ability, you may also grant your animal companion a Primal Blood form that you currently have while you are in this form.

Weapon Specialist

Weapon Specialist

“The choice of weapon lies with the challenged party, of course, not that it matters. Make your choice, and die.”
In hindsight, those weren’t the greatest last words.

Most fighters are seasoned soldiers and knights, trained in the use of every kind of weapon there is. So is the specialist, of course – a solid base has never hurt anybody. What sets specialists apart, however, is their complete and unrivaled mastery when it comes to the weapon they have chosen to devote their lives to. What these experts in their field may lack in versatility, they more than make up for with sheer skill when it comes to their chosen weapon.

Favored Weapon

Beginning when you choose this archetype at 3rd level, you select one category of weapons as your favored weapon.

Weapons fall into the following categories:

  • Axes: battleaxe, handaxe, greataxe
  • Blades: dagger, greatsword, longsword, rapier, scimitar, shortsword, whip
  • Bludgeons: club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, war pick
  • Polearms: glaive, halberd, javelin, lance, pike, quarterstaff, spear, trident
  • Ranged Arms: all ranged

Depending on your choice, you are granted one of the following benefits when wielding such a weapon:

  • Axes, Grieveous Wounds: You gain advantage on your first attack every turn against a creature whose hit points are below half of its maximum hit points.
  • Blades, Upper Hand: Whenever you score a critical hit against a creature, you gain advantage on your next attack against it.
  • Bludgeons, Armorslayer: You gain advantage on your first attack every turn against a creature that is wearing medium or heavy armor.
  • Polearms, Arm’s Length: You can attack with any polearm as if it had the reach property. You gain advantage on your first attack every turn against a creature more than 5 feet away from you.
  • Ranged Arms, Eagle Eyes: You no longer suffer disadvantage on attacks made at your weapon’s long range.

Your choice grants you additional features when you reach 10th level in this class, and again when you reach 18th level in this class.

Impressive Display

Starting at 7th level, your exceptional skills with your chosen weapon become apparent to all. Whenever you make a Charisma check that relies on the use of your weapon, you can use your attack bonus in place of your regular modifier.

Favored Weapon

At 10th level, your choice of favored weapon grants you additional features:

  • Axes, Wounding Strike: Whenever you score a critical hit against a creature, that creature suffers half of the damage of the attack again at the start of its next turn.
  • Blades, Opportune Strike: Whenever you score a critical hit against a creature, you can immediately make another attack against the same creature.
  • Bludgeons, Resounding Strike: Whenever you score a critical hit against a creature, that creature is stunned until the start of your next turn.
  • Polearms, Pinning Strike: Whenever you score a critical hit against a creature, that creature is knocked prone. Whenever a prone creature in your melee range attempts to get up, you can use your reaction to pin it. If you do so, the creature counts as grappled until the start of your next turn and must escape this grapple to get up.
  • Ranged Arms, Ricochet: Whenever you score a critical hit against a creature, you can immediately make an attack against another creature within your weapon’s short range from the target of the critical hit.

Instructor

Beginning at 15th level, you can teach your special techniques to others with ease. You can spend 1 hour instructing a number of creatures up to either your Intelligence or your Charisma score (your choice) in the use of your favored weapon. After 1 hour, these creatures gain proficiency with all weapons that belong to your favored category and gain the benefits of your 3rd level feature whenever they use a weapon of that kind for the next 24 hours.

Favored Weapon

At 18th level, your choice of favored weapon grants you additional features:

Axes, Relentless Offense: Whenever you have advantage on an attack, you deal an additional damage die of your weapon’s kind on a hit.
Blades, Opening: Your attacks score a critical hit on a roll of 17-20 if you have advantage on the attack.
Bludgeons, Breaking Point: Whenever you hit a creature with an attack on your turn, its AC is lowered by 1 until the end of its next turn.
Polearms, Tripping Defense: You can make an attack of opportunity against any creature that attempts to move into a space within 5 feet of you. When you hit a creature with an attack of opportunity, it is knocked prone and its speed is reduced to 0.
Ranged Arms, Crippling Shot: Whenever you hit a creature with an attack, its speed is lowered by 10 feet until the end of its next turn.

Malcanthet, Queen of the Succubi

Malcanthet, Queen of the Succubi

Malcanthet, the Queen of the Succubi, is one of the oldest, most beautiful, and corrupting succubi known. Housed in the layer of the Abyss called Shendilavri, where it appears a blissful utopia of delight and revelry, Malcanthet plots her devious plans for further dominance of mortals and fiends alike. Although Malcanthet is the epitome of selfish, lustful desire, she is known to imbue part of herself as a warlock’s pact in creatures to further ensure her influence spreads throughout the mortal realm.

Not all creatures are aware that Malcanthet herself has made this pact. Some are just exceptionally attractive members of their race who wield dark powers that they are yet to fully understand. Perhaps more so than many otherworldly patrons, Malcanthet herself enjoys keeping track of her pacts. She sends her Radiant Sisters, 13 lilitu bards, to make sure they are heading down a path suitable to her domain: lust, beauty, and betrayal.

Expanded Spell List

Malcanthet lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Thrall of Malcanthet Expanded Spells

Spell Level Spells
1st command, dissonant whispers
2nd alter self, detect thoughts
3rd nondetection, protection from energy
4th confusion, polymorph
5th dominate person, modify memory

Profane Beauty

At 1st level, Malcanthet’s pact with you has imbued you with a fiendish beauty that mirrors that of a succubus. Whenever you are not using armor or wielding a shield, you have an armor class equal to 10 + your Dexterity modifier + your Charisma modifier. Additionally, whenever you roll a saving throw to avoid the charmed condition, you roll at advantage. Finally, you are the epitome of attractive for your race. Your features are symmetrical, your eyes hypnotizing, and your form is delightful to gaze upon for all those who might care about the form of your sex.

Betrayal

At 6th level, you are adept at taking advantage of those who think themselves your allies. As a bonus action, you may choose one creature that you can see that is friendly to you. Once you have decided to betray a friendly target, you may choose to apply the betrayal to your next attack or a spell directed at that target by the end of your turn. If you attack the target, you roll your attack with advantage. If your attack hits, they must make a Wisdom saving throw against your warlock spell save DC or be stunned until the end of their next turn. If you target the creature with a spell and they must save, they make that saving throw with disadvantage. Further, any creature hit by an attack or spell when you betray them takes an additional 2d8 psychic damage as they reel from the betrayal. This psychic damage increases as you gain power. If you have at least one spell slot remaining, you deal an additional 1d8 per the level of the spell slot. For example, if an 11th level warlock uses her betrayal ability and has at least one remaining spell slot to cast a spell, she deals 7d8 psychic damage. Dealing additional damage does not consume a spell slot. Whenever you betray a creature using this ability, your type becomes fiend for 24 hours for all purposes of abilities and effects.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Subtle Charms

At 10th level, your magical compulsion spells are augmented by the power of the Queen of the Succubi. Whenever you cast the friends, charm person, or suggestion spells roll a deception (Charisma) check against either the target’s insight (Wisdom) or arcana (Intelligence). If you succeed, the target does not know they are or were under the effects of a spell or targetted by a spell. If you fail, treat the spell as normal. Creatures who are immune to the charmed condition treat the spells as normal. Creatures who have advantage against being charmed have advantage on their insight or acana roll.

Embrace of Shendilavri

At 14th level, you may touch or embrace a friendly creature and slowly drain them of their life. As an action, you may make a melee spell attack against a target, apply this effect to a target who you are already touching(or grappling), or you may simply attempt to touch the target that is friendly to you who will (by DM’s discretion) not recoil from you, and drain them of some life energy. If hit, or touched, the target creature must make a Constitution saving throw against your warlock spell save DC or take 4d6 psychic damage or half (rounded down) on a succesful save. Their maximum hit points are reduced by this damage, which will return to normal after a long rest. If the target takes psychic damage they must roll a Wisdom saving throw against your warlock spell save DC or percieve your embrace or touch as beneficial to them — they are effectively charmed by you and take no action or movement that makes them leave your side to continue your embrace or touch. At the beginning of their round they may continue to save to break the charmed condition and realize they are slowly dying and you are the cause of their suffering. You must use an action on your turn to sustain this effect.

Whenever you use this ability you are considered a fiend for 24 hours for all purposes of abilities and effects. Once you use this feature, you cannot use it again until you finish a long rest.

Alternative Pact Boons

Pact of the Obyrith’s Shroud

Prerequisite: Otherworldly Patron is an obyrith

Your patron is one of the oldest types of fiends in the multiverse: the obyrith. Their forms are the most horrific and noxious to behold, rivaling the utter horror of the aliens of the Far Realm. All obyriths have a form of madness, whether it is their true form or one they shroud and then unveil upon their enemies, that when revealed drives even the strongest of hearts to challenge their sanity. Thus, your patron wills you to be more like them and grants you this form. During a short or long rest you may perform a quick ritual in which a cloak, shroud, cape, or other form of fabric or clothing that folds over your shoulders or form appears. This item is magical. You may not take it off without activating your form of madness unless a remove curse spell has been cast on you. As an action, the shroud can become invisible or visible again. Regardless, the shroud acts as a veil to shield your form of madness from the world.

As an action, you may unveil your form of madness and inflict it upon all creatures within 30 feet of you that are not fiends. During this flash of a moment, you appear like a truly horrific creature that assaults all the sensibilities of creatures who are not fiends. Even creatures who are blinded are still effected as your form affronts all the senses. Creatures beyond that who can see you that are not fiends are briefly stricken by a noxious feeling in their gut by witnessing this form. Non-fiendish creatures within 30 feet must make a Wisdom saving throw against your warlock spell save DC. Creatures who fail their saving throw must roll a 1d6 and be frightened by you for that many rounds. Creatures whose result is 6 on the die must roll an additional Wisdom saving throw. On a failure, they gain a short-term madness (found in the DMG). Because your form is more potent than a typical fear effect, creatures who are immune to being frightened who fail their saving throw still must roll 1d6 to see if they must make an additional save to avoid madness. After you use this ability your shroud is gone.

While your shroud is on, you may cast crown of madness as an action once at your highest spell slot level. You may cast this spell again in this way after a short or long rest. You may call upon your shroud again during a short or long rest.

Pact of Abyssal Might

Prerequisite: Otherworldly Patron resides in the Abyss

You can harness pure chaos and imbue your form from the dark energies of the Abyss. As a bonus action, your type becomes fiend for 1 hour and you gain advantage on Strength and Constitution saving throws, skill checks, and ability checks for the next 1 minute. During this time, whenever you cast the eldritch blast spell it’s range cannot be more than 10 feet and you roll melee spell attacks instead of ranged spell attacks. If a creature is struck by your eldritch blast spell during this effect, they take an additional 1d4 psychic damage as their very being is harassed by malevolent magic. If a creature is good aligned, roll 2d4 instead. Whenever you deal psychic damage in this way, you gain a pool of hit points that you can use to shrug off any damage you take, similar to temporary hit points. As you incur damage the pool of hit points decreases and as you deal damage it increases. After the minute expires, you may use the remaining pool of hit points to heal yourself — otherwise they are lost, returned to the Abyss as though the realm of chaos demands payment for using its energy.

Once you use this feature, you may not do so again until you finish a short or long rest.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.