Divine Domains: Commerce Domain
Divine Domains: Commerce Domain
Oracle’s Burden
Starting at 1st level, you gain one of the following
burdens.
Clouded Eyes. Your eyes are clouded and milky. You
are blind and have a blindsight to a distance of 45 feet.
Venerable. Your oracular vision came with advanced
old age. Your maximum hit points are reduced by 1 hp
per level. Your Wisdom score increases by 2 and you
can use Ability Score Increase features to raise your
Wisdom to a maximum of 22.
Withered Hand. You have a withered hand. You have
disadvantage on any weapon attacks and ability checks
made with that hand and cannot carry a shield with it.
When you roll a 1 on a damage die for damage you are
dealing to a creature from a spell you can reroll the die
and must use the new roll, even if the new roll is a 1.
Cryptic Advice
Starting at 6th level, as a bonus action you can give
a piece of cryptic advice to a creature you share a
language with. Once within the next hour when that
creature makes an attack roll, saving throw, or ability
check they can recall your cryptic advice to reroll the
die, using the second result instead. Once you have used
this feature you cannot use it again until you complete a
short or long rest.
Deadly Premonition
Starting at 8th level, the first time each round you miss Prophecy Domain by
with a melee or spell attack you can choose to reroll the /u/ coolgamertagbro
attack roll. You must use the second result.
Art Credits in Order of Appearance
Soothsayer’s Skill “Oracle” by Sickbrush
Starting at 17th level, you can cast any divination spells
Classes | Cleric
2
Druid Circles points regained and you regain a spell slot of a level
equivalent to the number of hit dice you spent.
Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring Royal Blossom
political borders. All druids are nominally members Starting at 14th level, your blooming mandragora grows
of this druidic society, though some individuals are so into a royal mandragora. When you use the Root and
isolated that they have never seen any high-ranking Stem ritual feature you cultivate a royal mandragora
members of the society or participated in druidic instead of a blooming mandragora.
gatherings. Druids recognize each other as brothers
and sisters. Like creatures of the wilderness, however,
druids sometimes compete with or even prey on each
other. At a local scale, druids are organized into circles
that share certain perspectives on nature, balance, and
the way of the druid.
Green Thumb
Starting at 2nd level, you gain resistance to poison
damage.
Green Heart
Starting at 10th level, you are immune to poison
damage and the poison condition. When you take a
short rest in direct sunlight you may add your Wisdom
modifier to each hit die you expend to determine hit
Classes | Druid
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Regional Variants
Arctic
Seedling. This creature gains resistance to cold Blooming. This creature is medium and has an
damage. additional 5 hit points. This creature can cast entangle.
Blooming. This creature gains immunity to cold It must complete a long rest before it can use this spell
damage. This creature can create a layer of frost nearby again.
mimicking the spell grease. It can use this feature again Royal. This creature is large and has an additional 10
when it completes a long rest. hit points.
Royal. This creature can cast sleet storm. It must
complete a long rest before it can cast this spell again. Grassland
Seedling. This creature gains +10 feet to its walking
Coast speed.
Seedling. This creature has a swim speed of 30 ft., Blooming. This creature can use its action when in
can breathe air and water and can cast the spell create direct sunlight to regain 1d4+2 hit points.
or destroy water. It must complete a short rest before it Royal. This creature can use its action when in direct
can cast this spell again. sunlight to gain 2d4 temporary hit points.
Blooming. This creature gains resistance to acid
damage. This creature can cast the spell water Mountain
breathing or water walk. This creature must complete a Seedling. This creature gains a burrow speed of 10
long rest before it can cast one of these spells again. feet and tremorsense of 15 feet.
Royal. This creature gains immunity to acid damage. Blooming. This creature’s AC improves by 2.
This creature can cast the spell watery sphere. It must Royal. This creature has resistance to bludgeoning,
complete a long rest before it can cast this spell again. piercing, and slashing damage from non-magical
weapons.
Desert
Seedling. This creature gains resistance to fire Settlement
damage. Seedling. This creature can understand and speak
Blooming. This creature gains immunity to fire one language spoken in the settlement it was created in.
damage. This creature can cast the spell burning hands. Blooming. This creature has advantage against
It can use this spell again when it completes a long rest. charmed and frightened effects. This creature’s
Royal. This creature can cast fireball. It must Intelligence score increases by 2.
complete a long rest before it can cast this spell again. Royal. This creature can cast the spell charm person
as a 3rd-level spell or fear. This creature must complete
Forest a long rest before it can cast one of these spells again.
Seedling. This creature can cast animal friendship or
speak with animals. This creature must complete a long Swamp
rest before it can cast one of these spells again. Seedling. This creature’s vine lash attack has a reach
of 30 ft.
Classes | Druid
4
Blooming. This creature’s vine lash grapple save DC Circle of Root & Branch by
is increased by 2. /u/ coolgamertagbro
Royal. This creature ignores difficult terrain caused by http://sterlingvermin.com/
foliage. This creature has an aura of 5 feet, all creatures
passing through the aura consider it difficult terrain due Art Credits in Order of Appearance
to overgrown foliage. “Second Druid” by Cerulean Raven
“Plant Creature” by Guild Wars 2
Undedark
Seedling. When this creature uses vine lash he can
replace the normal damage type with poison.
Blooming. This creature can cast the spell darkness
or invisibility (targeting itself only). It can cast one of
these spells again after it completes a long rest.
Royal. When this creature makes a vine lash attack
it can choose to not grapple. If it does, the target of the
attack must make a Constitution saving throw against
the poisoned condition with the same DC as the grapple
check. If the target creature fails this saving throw it is
poisoned for one minute. It can make a Constitution
saving throw at the end of each of its turns to end this
effect.
Classes | Druid
5
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Circle of the Spirit Invisible World Attunement
Starting at 6th level, choose a permanent blessing from
Druids of the Circle of the Spirit are the shamans the totemic spirit you have the closest relationship with.
and spirit-talkers of the Old Faith. While others turn Chieftain. You can use a bonus action issuing a
their focus to the emulation of the natural world or command to a friendly creature. That creature can
beasts, shamans learn to commune with the spirits and spend their reaction to make a weapon attack or cast a
ethereal beings that remain hidden from mortal senses. cantrip.
Beyond just learning to commune with the invisible Warrior. When you cast a cantrip or use the Attack
beings, shamans learn to call these spirits into them, action you can use your bonus action to make a weapon
empowering their efforts with the spiritual might of attack.
those beings. Trickster. You can use your bonus action to hinder
an opponent within 10 feet of you. The next roll that
Shamanic Vision creature makes has disadvantage.
Starting at 2nd level, you can spend an action to attune
yourself to the invisible world. When you do so, you gain Ethereal Body
shamanic vision out to a range of 30 feet. You maintain Starting at 10th level, you can cast the spell
this altered state so long as you continue concentration. etherealness without expending a spell slot. You can use
Within range of your shamanic vision you can see in this feature again when you complete a long rest.
darkness and see into the Ethereal Plane. Starting at
14th level, your shamanic vision’s range increases to 60 Spirit Walks With You
feet and allows you to perceive invisible creatures and Starting at 14th level, you can cast the spell unseen
the original form of a shapechanger or creature that servant at will.
is transformed by magic.
Spirit Door
Starting at 2nd level, while you are concentrating
on your shamanic vision you can use an action
and expend a use of your Wild Shape to compel
a totemic spirit to possess you. While you
are possessed, you remain in full control of
your character but the spirit enhances your
abilities depending on the spirit chosen. While
possessed you gain advantage on saving throws
to maintain concentration. This effect ends
when you lose concentration or a number of
hours have passed equal to half your druid
level. You can cast spells that do not require
concentration while possessed.
Chieftain. You gain advantage on
Wisdom saving throws and are proficient
in Persuasion, Insight, and History for
the duration. As a bonus action you can
expend a spell slot to gain a number of d6
Chieftain dice equal to the level of the spell
slot expended. When you or a friendly
creature within range of your shamanic
vision makes a saving throw or ability
check you can expend a Chieftain die to
roll it and add that result to the saving throw or ability
check.
Warrior. You gain advantage on Constitution saving
throws and are proficient in Athletics, Acrobatics, and
Intimidation for the duration. As a bonus action you can
expend a spell slot to gain a number of d6 Warrior dice
equal to the level of the spell slot expended. When you
or a friendly creature within range of your shamanic
vision makes a weapon attack or a damage roll you can
expend a Chieftain die to roll it and add that result to
the weapon attack or damage roll.
Trickster. You gain advantage on Charisma saving
throws and are proficient in Deception, Sleight of Hand,
and Stealth for the duration. As a bonus action you can
expend a spell slot to gain a number of d6 Trickster dice
equal to the level of the spell slot expended. When a
creature within range of your shamanic vision makes an
attack roll or saving throw you can expend a Trickster Circle of the Spirit by
die to roll it and subtract that result from the attack roll /u/ coolgamertagbro
or saving throw. Art Credits in Order of Appearance
“Shaman Render” by Dragons of Elanthia
Classes | Druid
6
Monastic Traditions saving throws against and skill checks to end grappled
or restrained conditions.
Three traditions of monastic pursuit are common in
the monasteries scattered across the multiverse. Most Internal Fermentation
monasteries practice one tradition exclusively, but Starting at 11th level you can use your Drunken Stupor
a few honor the many traditions and instruct each feature three times before additional uses give you a
monk according to his or her aptitude and interest. All level of exhaustion at the conclusion of each Drunken
traditions rely on the same basic techniques, diverging Stupor. You regain your ability to use Drunken Stupor
as the student grows more adept. Thus, a monk need three times without gaining exhaustion after a short
choose a tradition only upon reaching 3rd level. or long rest. When you are hit by an attack that deals
poison damage you can spend your reaction to regain 1
Way of the Drunken Master ki point or gain temporary hit points equal to 1d8 + your
monk level. You gain both of these effects if you are in
There is enlightenment in altered states of a Drunken Stupor when you are hit. Once you use this
consciousness and none so enlightened as the happy feature, you must finish a short or long rest before you
drunk. Practitioners of the Way of the Drunken Master can use it again.
believe that by emulating the ecstatic happiness and
reflexive confusion of the perpetually intoxicated they Always Be Drinking
will achieve lasting bliss and martial superiority. Starting at 17th level once you enter a Drunken Stupor
you do not exit the Drunken Stupor until you take a
Drunken Stupor bonus action to end it or are knocked unconscious.
Starting at 3rd level, you can spend a bonus action to Additionally, you can use your drunken techniques when
put yourself into a Drunken Stupor. Drunken masters not in a Drunken Stupor and while in a Drunken Stupor
prefer to imbibe copious amounts of alcohol regularly you can activate drunken techniques without a ki cost.
but do not need to do so to use this feature. While in a Finally, you are used to laying face down on the floor.
Drunken Stupor and not wearing any armor you gain While you are prone you are not at disadvantage to
the following benefits: attack others and those within 5 feet of you do not get
advantage on their attacks against you.
• Opportunity attacks against you have disadvantage.
• Opportunity attacks you make gain advantage. Way of the Drunken Master by
• Gain proficiency in improvised weapons. /u/ coolgamertagbro
• You can spend 1 ki to use a Drunken Technique
Art Credits in Order of Appearance
If you are able to cast spells you cannot cast them “Chin Getsai” by King of Fighters XIII
while in a Drunken Stupor. Your Drunken Stupor ends
after 1 minute, when you go unconscious, or when you
spend a bonus action to do so. After using this feature
once, additional uses give you a level of exhaustion at
the conclusion of each Drunken Stupor. You regain
your ability to use Drunken Stupor without gaining
exhaustion after a short or long rest.
Drunken Techniques
Starting at 3rd level, you can use the following
techniques while you are in your Drunken Stupor.
Wander Away. When an enemy moves within 5 feet
of you, you can use your reaction and 1 ki to Disengage
and move your movement speed.
Redirect an Attack. When a creature misses you with
a melee weapon attack you can use your reaction and 1
ki to force that creature to make the same attack against
a foe of your choice within range of the attack. It gains
advantage on that attack.
We’re Best Friends, Right? You can use a bonus
action and expend 1 ki to make a grapple attempt with
advantage.
Homebrewer
Starting at 3rd level, gain proficiency in brewer’s
supplies and add double your proficiency bonus
when using the skill.
Oath Spells
You gain Oath spells at the paladin levels listed.
Oath of the Ancestors
Paladin Level Spells
3rd unseen servant, false life
5th gentle repose, see invisibility
9th feign death, speak with dead
13th revivify, death ward
17th contact other plane, raise dead
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Ancestral Guidance. As a bonus action,
you open your heart to the wisdom of your
ancestors, using your Channel Divinity.
Choose one of the following rolls; attack,
one type of saving throw, or one skill
or tool. Add your Charisma modifier
to all rolls of that type for the next
minute, adding it twice if you already normally add your
Charisma modifier to that roll.
Peace with the Dead. As an action, you can call out to
the undead and the dying and plea with your ancestors
to bring them peace, using your Channel
Classes | Paladin
9
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Grim Harvest Oath of Ancestors by
At 15th level when you reduce a creature to 0 hit points /u/ coolgamertagbro
on your turn you can spend your bonus action to roll
a 1d10 and add your Charisma modifier and regain Art Credits in Order of Appearance
that many hit points. That creature cannot be raised as “Samurai” by Eric Belisle
undead.
Ghostwalker
At 20th level you can spend your action to call your
ancestors to manifest in your presence. For the next
minute the spirits of you and your allies ancestors heed
the call, appearing around you and joining you in battle.
While they do you gain the following benefits:
Once you use this feature you can’t use it again until
you complete a long rest.
Classes | Paladin
10
Oath of Vigilance Soul of Vigilance
Starting at 15th level, the authority with which you
Paladins who swear the Oath of Vigilance trust in a speak your Vow of Protection gives you greater power
moral authority or ethical power greater than them. to defend your safeguarded ally. When a creature under
Those who swear the Oath of Vigilance choose a the effect of your Vow of Protection takes damage, you
specific deity or person to honor and defend until their can use your reaction to make a melee weapon attack
death. While they draw breathe these paladins do all against the creature who dealt that damage if it is within
they can within their power to enact the stated will range.
of those they choose to serve and protect their lives if
applicable. Guardian Angel
Starting at 20th level, you can assume the form of
Tenets of Vigilance an angelic protector. Using your action, you undergo
The tenets of the Oath of Vigilance vary by paladin, a transformation. For 1 hour, you gain the following
but all tenets revolve around protecting and honoring benefits:
those the paladin deems worthy of his protection. • Wings sprout from your back and grant you a flying
Paladins who uphold these tenets are willing to sacrifice speed of 60 feet.
themselves for the sake of that which they safeguard, • You emanate an aura of calm in a 30-foot radius.
even abandoning their own dignity if it ultimately While inside your aura friendly creatures are immune
protects the name of their ward. to charmed and frightened conditions.
Defend the Greater Good. I place my life in the hands • When a friendly creature within 30 feet of you takes
of someone greater than myself. I will defend those I damage, that damage is reduced by your Charisma
deem morally greater than me to the death. modifier.
Absolved by Obedience. My own ability to
comprehend is lesser than those I protect. I am absolved Once you use this feature, you can’t use it again until
of my flaws by strict obedience to their directions. you finish a long rest.
Honor by Association. I am honored by my
relationship with those I protect and, in turn, I must
honor them by acting with integrity and respect.
Humility. When I find someone worthy of protecting
I will make their will and life my priority. Through the
advancement of their goals will I improve the world and
be personally fulfilled.
Oath Spells
You gain Oath spells at the paladin levels listed.
Oath of Vigilance
Paladin Level Spells
3rd compelled duel, shield of faith
5th aid, warding bond
9th glyph of warding, spirit guardians
13th guardian of faith, stoneskin
17th hallow, wall of force
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Vow of Protection. As a bonus action, you can make
a promise to safeguard a creature within 10 feet of you,
using your Channel Divinity. For 1 minute all attack
rolls against that creature have disadvantage while you
remain within 10 feet of the creature. This effect ends if
you drop to 0 hit points or fall unconscious.
Empower Ally. As an action, you present your holy
symbol and speak a prayer of warding, using your
Channel Divinity. Choose one creature within 60 feet of
you that you can see. That creature gains temporary hit
points equal to your Charisma modifier + your paladin
level and has advantage on all saving throws made for
the 1 minute. This effect ends if the creature is reduced
to 0 hit points.
Tireless Sentinel
Starting at 7th level, when a creature adjacent to you is
the subject of an attack roll after the attack roll is made
but before it is declared whether or not the attack was Oath of Vigilance by
successful, you can use your reaction to switch places /u/ coolgamertagbro
with the creature and become the target of the attack.
Art Credits in Order of Appearance
“Samurai Leader” by Zakforeman
Classes | Paladin
11
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot