Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
50 views57 pages

TUGs Classless COMBAT Skill Tree v3

The document outlines a Classless Skill Tree system for character development in a role-playing game, emphasizing freedom in character creation through simultaneous progression in combat, roleplay, and crafting abilities. It details the steps for building a character, including ability scores, starter packs, and skill tree mechanics, while also introducing unique elements like mana for spellcasting and various game modes. Additionally, it provides guidelines for leveling up and utilizing the skill tree effectively, including the costs associated with abilities and the concept of dual nodes.

Uploaded by

Joel Rivera
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
0% found this document useful (0 votes)
50 views57 pages

TUGs Classless COMBAT Skill Tree v3

The document outlines a Classless Skill Tree system for character development in a role-playing game, emphasizing freedom in character creation through simultaneous progression in combat, roleplay, and crafting abilities. It details the steps for building a character, including ability scores, starter packs, and skill tree mechanics, while also introducing unique elements like mana for spellcasting and various game modes. Additionally, it provides guidelines for leveling up and utilizing the skill tree effectively, including the costs associated with abilities and the concept of dual nodes.

Uploaded by

Joel Rivera
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/ 57

PLAYTEST CONTENT​

Hello! This is Playtest Content! As such, it might change in time, this is not a final release.

DISCLAIMER: This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of its author.
This product is a work of fiction.

The Ugly Goblin’s Classless COMBAT


Skill Tree™
V3

UPDATE: New advised Ratio for Level Points:


4:2:1

Updated Skill Tree


And How to Use It!

About this Skill Tree System


Welcome to the world of the Classless Skill Tree!
Levelling in your characters through this skill tree system is going to be very different to your
usual D&D experience. I believe it adds more freedom to your character creation. Allowing you
to easily optimise in more unique and personal builds that more strongly reflect your vision for
your character. You will progress through 3 different skill trees simultaneously, developing your
combat, roleplay and crafting abilities. In the skill tree discussed in this document, we will be
covering “combat”, as well as how to build the base of your character before they begin levelling
up in any skill tree.

Now I will take you through the step by step process in building your character.

Step 1: Ability Scores and Race/Species


Decide with your DM and players if you will be choosing, Point Buy, Rolling for Stats, or going
with Standard Array.
Ideally Point Buy works best for this, giving you the most freedom in customisation.
DMs when letting your players pick their race/species, consider allowing them to choose where
they put their +2 and +1 ability bonuses, instead of what the race’s description recommends.

Step 2: Make your “Starter Pack”


This will be your starting equipment and proficiencies for your character. The general barebone
essentials if you will.
Instead of choosing a background, you will pick 4 of the options below.
Feel free to take multiple of the same thing, but you may only pick 4 options in total.
Keep in mind, you can only choose a maximum amount of certain options.
Note: If you choose to take any “Gold Pieces”, you can purchase any equipment found in the
Player’s Handbook, with the gold you have.
If you don’t choose any gold you will start the game with NO EQUIPMENT!

1 Skill Proficiency 1 Tool/Kit Proficiency 2 Instrument and/or 1 Vehicle Proficiency


(Max 2) (Max 2) game Proficiencies

1 Extra Language 2 “Kits” (Healer’s Kit, 2 Sets of Tools 50 Gold Pieces


Adventurer’s Pack
etc.)

Step 3: Build-a-Base
In this step you will build the “Base” of your Classless Character.
Firstly, you choose two ability scores, one of which being strength, intelligence or charisma
and the other being constitution, dexterity or wisdom. You gain proficiency in saving throws
with these chosen abilities.
Here you have 8 Base Points (BP) to spend. The price of each ability, tool, cantrip etc. that
you choose will be listed across from them.
Note: If you purchase the “Heavy Armour Proficiency”, you also gain proficiency in every armour
type below it. Similarly, if you purchase proficiency in Martial weapons, you Also gain
proficiency in simple weapons. There is no need to double dip!
Note 2: It costs no points to become proficient in the use of daggers and one other simple
melee weapon of your choice, but you may only purchase this once.

Ability / Proficiency / etc. Cost (BP)

+​ 1 Skill Proficiency (Max 4) 1

+​ 1 Feat 4
Armour Proficiency
Heavy 3

Medium 2

Light 1

Weapon Proficiency

Martial 2

Simple 1

Shield Proficiency 1

+​ 1 Tool Proficiency 1

+​ 1 Cantrip 1

+​ 2 Extra Languages 1

Proficiency in Daggers and 1 additional 0


Simple Melee Weapon (Max 1)

Step 4: The Skill Tree


You are now ready to dive into the skill tree below.
To start, your character’s maximum Hit Points equal 5 + their Constitution modifier. You will not
automatically gain hit points as you level up like you typically do in D&D 5e. Instead, you
will need to purchase more Hit Points on the Skill Tree, using Level Points (LP) (More on that
shortly).

A Note on Hit Dice & Purchasing Nodes


-​ Your character has a number of Hit Dice equal to their level. The type of dice your
character uses when rolling hit dice, on a short rest or at any other time, is based on the
types of nodes they have purchased.
-​ If you have spent more LP in Blue/Mystical Nodes (cross hatch pattern [to be added])
than any other type of node, your Hit Dice are d6s
-​ If you have spent more LP in Green/Technical Nodes, (diagonal pattern [to be added])
than any other type of node, your Hit Dice are d8s
-​ If you have spent more LP in Red/Physical Nodes,(spotted pattern [to be added]) than
any other type of node, your Hit Dice are d10s
-​ If it is a draw, choose the higher Hit Dice.
Important note on Dual Nodes:
-​ Yellow, Pink & Teal nodes are considered “Dual Nodes”, and a purchase in one of these
nodes count as having spent 1 LP in both nodes on either side of that branch of nodes.
-​ For example, if I spent 1LP in a yellow node, it counts towards having spent 1LP in both
the Technical and Physical branches.
-​ If you have only purchased Colourless Nodes, your Hit Dice are d8s
(or d12s if your DM wants to reward you for such an achievement)

Hit Dice: Optional Rule


Hit dice not only can be spent during short rests to restore hit points, but also can be spent to
restore mana. Now that you have more uses for your hit dice, this hopefully will give your party
more incentive to take a short rest.
And now you need to decide: do you spend your hit dice on recovering your health or do you
restore your mana instead?

How Levelling Works:


You will gain a certain number of Level Points (LP) when you first create your character and the
same amount each time you level up after that.

Starting at Level 1 and each time you level up after that, you will gain 4 Battle Points (BP) to
spend on the Classless COMBAT Skill Tree, 2 Roleplay/Role Points (RP) to spend in this
Classless ROLEPLAY Skill Tree, and 1 Artisan Point (AP) to spend in the Classless
CRAFTING Skill Tree (see below).

BP, RP and AP are all considered to be Level Points (LP)


You can only spend Level Points once after levelling up. If you have any unspent LP, they can
only be spent again when you next level up.

Keep track of any unspent LP, as it will carry over and can be spent the next time you level up.

Different Game Modes


BP, RP and AP are distributed in a ratio of 4:2:1, which is ideal for a typical “Dungeons &
Dragons Experience”. However, feel free to play around with this ratio. Below are some
examples of completely different games you can run by simply tweaking this ratio.

Anime Vibes (Fun Mode)


If you want to really juice up the experience and really encourage players to get creative,
experiment and come up with some exciting builds, the 4:2:1 ratio is recommended.
This was the original ratio for this system and still loved by most.
However, if using this I recommend changing the BP requirement for the “ultimate abilities” int
he far corners of the skill tree to needing and investment if 25 BP in that branch instead of 20.
Additionally Extra Attack, Arcan Bond and a few others should probably have their cost changed
to 5BP

Gritty Realism
Only award players 4 LP in total that they can spend across any of the 3 skill trees of their
choosing.
Also consider only allowing players to spend Level Points during a Long Rest.

Farming Simulator
For anyone looking to replicate experiences from games such as Stardew Valley, Moonlighter
and Minecraft, consider Reversing the Ratio, and play with a LP distribution of 1:2:4

Political Intrigue
For those looking for a political heavy or RP focused experience, consider a ratio of 1:4:1
This is great for replicating the vibe of Call of Cthulhu or other horror or mystery focused
adventures.

How to use the Skill Tree:

Intro
●​ Treat the Skill Tree as a series of doorways.
●​ Each shape on the skill tree is called a “Node”.
●​ Each line connecting Nodes is called a “Branch”.
●​ Each time you spend points in a Node to gain abilities from it, you “Unlock” that Node.
●​ You can only purchase from Nodes you have already Unlocked, or Nodes connected
(via Branches) to a Node that you have already Unlocked.
●​ Simply put, if you have purchased an ability from a Node, you can continue to do so, as
many times as that Node allows
●​ You can also purchase from nodes, connected to Nodes you have previously purchased
from.
●​ The cost to purchase an ability from a Node is written in the node’s description. This is
how many LP you must spend to gain that ability.
●​ Purchasing from a node multiple times will give you additional benefits from that ability
(see their descriptions for more information.)
For example: purchasing from the “Sneak Attack” ability, will increase the sneak attack damage
you deal by 1d4 for each purchase made on this tree.

Dual Nodes: Pink, Teal & Yellow


You might notice that there are different coloured nodes found between the main 3 red, green
and blue (physical, technical and mystical) branches of the skill tree. These pink, teal and
yellow nodes are known as dual nodes, and are considered to share properties from their
neighbouring branches.
The yellow branch’s nodes are considered to be both physical and technical.
The teal branch’s nodes are considered to be both technical and mystical.
And the pink branch’s nodes are considered to be both mystical and physical.
Any LP spent in a dual node, is considered spent in both of its neighbouring branches at the
same time.
For example, when I spend 1LP in the “+1 Stance” node, which is yellow, I would take note that
1LP has been spent in a physical node and 1LP has also been spent in a technical node.

Where to Start?
To begin, the central node labelled “Colourless Ability” is always considered “Unlocked”.
You begin your journey here, and can purchase abilities from this Node whenever you are able
to spend LP.
From here, you can spend LP in any Nodes connected to this central node..
You have 5 LP to spend right from the get go. So get spending!
Happy Levelling!

Nodes: Physical, Technical & Mystical


Each of the nodes on this skill tree represent a different aspect of your character, and the
branches you decide to travel down tell the story of who your character is and what they have
decided to focus on in their lives.
Physical, red nodes, represent your character’s connection to their physical body and primal
senses. They represent your character’s health, physical well being and attunement to the raw
and grounded aspects of life as well as their raw emotions.
Technical, green nodes, represent your character’s skill and finesse. These nodes focus on
cleverness and technical prowess. Anyone specialising in this branch of nodes will learn
combat techniques, clever tricks as well as unconventional uses of magic.
Mystical, blue nodes, represent your character’s attunement to the arcane and their connection
with what lies beyond the physical. Dedication to this branch represents your focus on spellcraft
and the arcane arts. You learn to harness the weave of magic or perhaps some other eldritch or
psychic power laying dormant within you.

The Mystical Branch & Spellcasting

Mana & Spell Slots


Spellcasting does not work in the same way it typically does in Dungeons & Dragons 5th
Edition. For starters, this Classless Skill Tree System does not use spell slots in the traditional
sense and instead relies on mana to cast spells. When a spell or ability requires a spell slot,
such as the casting of a 1st Level Spell, or the use of a Divine Smite, you must convert a certain
amount of your mana into a Spell Slot. You can only create Spell Slots equal to the level of
spells you know how to cast.
For example, if you do not know any 1st level spells, then you cannot create a 1st level spell
slot.
Spellcasting
Similar to Dungeons & Dragons 5th Edition, this system relies on you using a mental ability to
cast your spells, such as intelligence, wisdom or charisma. However, unlike D&D 5e, the ability
that one uses to cast spells may change quite often. Whenever you spend LP on a mystical
node for the first time, you must decide which ability score will be used for your “spellcasting
ability”. You may choose from either intelligence, wisdom or charisma.
This “spellcasting ability” can be changed to a different mental ability of your choice, whenever
you spend LP in a mystical node any time after.

Learning Spells
Every spell you learn, after purchasing one from the “+1 spell” node, is always considered to be
prepared. There is no “preparing spells” when using this skill tree.
When you read about purchasing spells from the “Spell” node’s description, you will notice that
certain spells are unavailable to purchase unless you have the required amount of mana in your
mana pool. This means that you cannot purchase a 2nd level spell, for example, until you have
a maximum amount of mana in your mana pool equal to or more than 10.
In order to have a maximum mana pool of 10, you would have needed to purchase from the
“Mana” node 5 times, gaining 2 mana from each purchase.
When you purchase a spell higher than level 1, you do not reduce your mana in order to
do so.
However, casting a 2nd level spell would require you to spend mana.

Spending Mana
The cost to make a spell slot using mana is not a 1:1 ratio. Instead you spend the
corresponding amount of mana listed on the table below.
When you spend mana, think of it like a “mana bar” in video games. Mana is not gone forever
when spent. When you take a long rest, you regain all of your spent mana, bringing your mana
pool back up to full. Alternatively, you can also spend hit dice during a short rest, to recover any
spent mana. See: Restoring Mana with Hit Dice

Spell Level Point Cost

1st 2

2nd 4

3rd 6

4th 8

5th 10

6th 12

7th 14
8th 16

9th 20

Casting High Level Spells


You may only cast one 7th, 8th and 9th level spell per day. If you choose to cast an additional
7th, 8th or 9th level spell in a day you must make a constitution saving throw where the DC is
equal to 10 + the spells level. On a successful roll, the spell is cast. On a failed roll the spell is
not cast and you gain 1 level of exhaustion.

Skill Tree Abilities:

Colourless Abilities
You can purchase from this centre node at any time and it is always considered “unlocked”,
connecting you to the Health, Mana and Stamina nodes, right from 1st level.
When you purchase from this node, you can choose from any of the abilities listed below. Keep
in mind, each of the abilities listed have a different LP cost.

Ability Score Increase


Cost: 2 LP
When you purchase this ability, you can increase one of your Ability Scores by 1.

Armour Proficiency Upgrade


Cost: 1 LP
When you purchase from this node you can gain proficiency in the next tier of armour above the
armour type you were proficient in before purchasing this node.
For example, if you were proficient in Light Armour, you are now proficient in Medium Armour. If
you were proficient in Medium Armour, you are now proficient in Heavy Armour.

Feat
Cost: 4 LP
Grants you a new feat when you purchase this node.

Language
Cost: 1 LP
When you purchase this ability, you learn 2 new common languages, or 1 exotic language of
your choice.
Weapons
Cost: 1 LP
When you purchase this ability, you choose 1 weapon tag (versatile, light, heavy etc.) and gain
proficiency in all weapons that have that weapon tag. If you choose the “special” weapon tag,
then you can instead only choose two weapons with this tag and gain proficiency with them.
You can alternatively choose two specific weapons when purchasing this ability, and gain
proficiency in those weapons.

Red Nodes: Physical

Adrenaline
Cost: 1 LP
Each purchase of this node increases your Max Adrenaline Score by 1. A player’s Adrenaline
score can be no higher than twice their proficiency modifier.

A player’s adrenaline score works differently to the likes of Mana and Stamina and which all
start at their maximum and can be reduced as they are spent.
Instead, a player’s Adrenaline increases by 1 any time they are hit with an attack or whenever
they successfully hit a creature with an attack.
However, their Adrenaline is reduced by 1 anytime they miss an attack or at the start of their
turn if they took no damage the previous turn.

Whenever a player with Adrenaline hits a creature with a weapon or unarmed attack they can
deal additional damage equal to their current Adrenaline score.

However, any time a creature with adrenaline takes damage, they take additional damage equal
to their current Adrenaline score

Once per turn you can also spend 2 Adrenaline to spend a hit dice and regain that many hit
points + your Constitution Modifier.

Once per turn, you can spend 4 adrenaline to take one additional action on top of your regular
action and a possible bonus action. You may not cast spells using this action and attacks
made with this additional action cannot increase your Adrenaline.

Health
Cost: 1 LP
When you purchase this node you gain hit points equal to 5 + your constitution modifier.
You may only purchase from this skill tree a maximum number of times per level up, equal to
your proficiency modifier
Rage
Cost: 2 LP
When you purchase this node you select a Rage from the list below. When you have 2 or more
Adrenaline, you can choose enter one of the Rages below that you have purchased from this
node and gain the benefits of that chosen Rage.

List of Rages
-​ Adamant Rage: You cannot be grappled, restrained, knocked prone or moved against
your will, while this rage is active. Additionally, you can spend 1 Adrenaline to Dash as a
bonus action. Also, if you are petrified, stunned or paralyzed, or can spend 2 adrenaline
to remove one of these conditions.
-​ Avenging Rage: While this rage is active, whenever an ally within 15ft of you takes
damage, you can dash as a reaction and make a melee attack against whoever dealt
that damage. If an ally you can see falls unconscious, due to an enemy's actions, while
this rage is active, the next attack you make counts as a critical hit.
-​ Cold Rage: While this rage is active, the additional adrenaline damage you deal is also
applied to any you cast. You can also concentrate on spells while you have adrenaline
but make concentration checks at disadvantage.
-​ Demonic Rage: While this rage is active, your adrenaline damage bonus is doubled.
But any adrenaline damage received is also doubled. This additional damage can either
be fire, necrotic or radiant damage, you choose. If you reduce a creature to zero hit
points while this rage is active, you can dash and make one additional attack against
another creature as a bonus action.
-​ Eldritch Rage: Your melee reach increases by 10ft, while this rage is active.
Additionally, all damage you deal, while this rage is active, is psychic damage.
-​ Reckless Rage: All attacks you make, while this rage is active, are made with
advantage. However, all attacks against you are made at advantage. If you move at
least 15ft during your turn, your AC increases or decreases by 2, your choice, until the
start of your next turn. Finally, if your hit points are below half their maximum, your
adrenaline increases instead by 2 any time you take damage.
-​ Undying Rage: While this rage is active, if your hit points are reduced to 0 they instead
are reduced to 1. When this happens, you gain 1 level of exhaustion. Any healing you
receive, while this rage is active, is increased by twice your current Adrenaline score.

Frenzy
Cost: 2 LP
When you purchase from this node you learn to tough out any harm that comes your way.
You can spend your bonus action to ignore all damage you would take until the start of your next
turn. However, at the start of your next turn you gain 1 level of exhaustion.

Additionally, so long as you have 3 levels of Adrenaline you gain resistance to Bludgeoning,
Piercing and Slashing damage from non magical attacks.
At 10th level this resistance also applies to magical forms of Bludgeoning, Piercing and Slashing
damage.

You can use your Frenzy ability a number of times per day equal to the amount of times you
have purchased this node.

Grit
Cost: 1 LP
Whenever you make a Strength, Dexterity or Constitution Saving Throw, after making the roll
but before the outcome is decided, you can choose to increase the roll you’ve made by
sacrificing your own hit points.
For every 5 hit points you spend you can increase the result of your roll by 1.

You number you can increase your roll result with Grit can be no higher than the amount of LP
invested in this node.

Additionally, if you can end a condition or magical effect on your person by spending 5 hit points
as an action.
However, if the effect is due to a spell effect, you must spend a number of hit points equal to the
spell’s level x 5.

You can use this secondary effect a number of times per day equal to the amount of LP invested
in this node.

Regen
Cost: 2 LP
At the start of your turn, you regain 1 hit point for every purchase made in this node. If you take
acid or fire damage before your turn, or are incapacitated, you do not gain the benefits of this
ability. This ability works much slower outside of combat and instead only heals you by the
same amount whenever you spend hit dice to regain hit points.

You can purchase from this node a number of times equal to your level
This does not count as a form of “healing”.

With each additional purchase you may choose how your regeneration ability mutates, choosing
a mutations below you have not chosen before:

Accelerated Healing
You learn how to spend stamina to speed up your Regen’s healing process. At the start of your
turn when your Regen ability activates you can choose to spend any number of stamina and
regain additional hit points equal to your proficiency modifier for each stamina spent.

Rapid Recover
During long rests you remove 1 additional level of exhaustion.

Regenerate Limb:
Your Regen grants you the ability to regenerate a missing limb during a long rest. During this
time you cannot remove any levels of exhaustion and gain 3 levels of exhaustion the next day.

Slow Age
Your Regen ability slows your aging process making you age at half the speed, doubling your
life expectancy.

Variant Regen Rule:


Feel free to chat with your DM about the possibility of swapping the damage types provided
here with two different damage types that might better fit the flavouring you are going for with
this build. Perhaps you are designing a “Groot” like dryad creature and maybe cold or necrotic
damage should prevent you from healing.

Thorns
Cost: 1LP
As a reaction, a creature within 30ft of you would cause you to lose hit points (from an attack,
spell, ability or the use of your Protect Node), you can choose to deal damage to that creature
equal to the amount of LP invested in this node.
The damage dealt by your Thorns ability is the same as the type of damage you received.

The amount of LP invested in this node cannot exceed your level.

Speed
Cost: 1 LP
When you spend a point in this node, you gain a movement speed from your choice of one of
the options below. If you already have a movement speed in the selected option, you instead
increase that movement speed by the mentioned amount:

Movement Speeds:
-​ Walking: 10ft
-​ Swimming 10ft
-​ Climbing: 10ft
-​ Flying: 5ft (cannot be wearing medium or heavy armour).

LIMIT BREAK
Cost: 5 LP
Requires: At least 20 LP to have been spent in Physical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Limit Break ability, and when you have done so, you cannot
activate a Limit Break ability again, until you finish a long rest. Additionally, you can only
activate a Limit Break ability when you have less than half of your maximum amount of hit points
remaining. As you activate your Limit Break, your Adrenaline score increases to its maximum.
If you have not invested in the Adrenaline node you gain 3 Adrenaline regardless. Your Limit
Break lasts for 1 minute or for as long as you remain below half your hit points, unless otherwise
stated. While your Limit Break is active you gain twice as much Adrenaline as you usually
would. You can also choose to dismiss your regen ability while your Limit Break is active.

Note: All of the Limit Breaks listed below have interchangeable names. Please do not feel
obliged to stick with the names listed, nor the flavours they suggest.
For example, Blood Drinker implies that you drink the blood of your enemies, but please feel
free to change this up. Perhaps you sap someone’s fighting spirit with each hit or even feed on
your enemies' fear. Adrenaline Junkie could be more focused on a cocky attitude and you
could call it “Ego Boost”.
Please make these ultimate techniques your own.

Desperate Smite
While you have adrenaline, all attacks you make are made at advantage. When you activate
this Limit Break you immediately make an attack. The first attack you make that hits its target,
deals additional damage equal to your maximum hit points - remaining hit points. You may
choose from the list below what type of additional damage this deals:
-​ Fire
-​ Cold
-​ Lighting
-​ Thunder
-​ Acid
-​ Poison
-​ Necrotic
-​ Radiant

Relentless Endurance
While you have Adrenaline while this Limit Break is active, you become resistant to all damage
types and become immune to bludgeoning, piercing and slashing damage, so long as your hit
points remain below half of your maximum hit point total.

Unkillable
While this Limit Break is active, you are unable to die or fall unconscious so long as you have
adrenaline. You do not roll death saving throws while you have adrenaline remaining.
Adrenaline Junkie
While you have adrenaline, anytime an attack misses you or you succeed on an ability saving
throw, you gain 1 adrenaline. Your speed also increases by 10ft for every adrenaline you have.

Blood Drinker
This Limit Break instead lasts until your hit points are full or you take a short or long rest. Any
time you deal damage to a creature while this Limit Break is active, you regain hit points equal
to the amount of damage you dealt. Any damage you deal this way, cannot be restored until
that creature takes a long rest. If you are no longer missing any hit points, this ability ends.

Green Nodes: Technical

Exposing Strike
Cost: 1 LP
When you purchase from this node, you may choose 2 exposing strikes from the list below.
When you deal sneak attack damage to a creature, or make a successful attack against a
creature that you had advantage against, you may spend stamina to afflict them with the effects
of one of your exposing strike abilities. The amount of stamina required to afflict a creature with
one of these abilities is listed in each ability’s description.

A creature affected by an exposing strike condition, can make a constitution saving throw at the
end of their turn to attempt to remove the effects of 1 exposing strike they condition they are
subjected to. The DC for your stunning strikes is equal to your charisma, intelligence or wisdom
modifier + your proficiency modifier + 8.

●​ Deafening Strike: The creature cannot hear. (Stamina Cost: 1)


●​ Debilitating Strike: The creature has disadvantage on the next saving throw they
make. (Stamina Cost: 1)
●​ Dizzying Strike: When this creature moves on their turn, they roll a d8 and move in that
direction instead. (Stamina Cost: 1)
●​ Exposed Strike: The next attack against this creature has advantage. (Stamina Cost: 1)
●​ Frightening Strike: The creature is now frightened of you. (Stamina Cost: 1)
●​ Poisoned Strike: This creature is considered poisoned and takes 1d4 of poison
damage at the start of each of their turns. This ability can stack; if you use it a second
time and the previous condition still remains active. (Stamina Cost: 1)
●​ Silencing Strike: The creature cannot speak. (Stamina Cost: 1)
●​ Slowing Strike: You reduce this creature’s movement speed by 10ft, for 1 minute. If
this creature’s movement speed is reduced to zero in this way, they fall prone. This
ability can stack, reducing their movement speed by an additional 10ft for each use.
(Stamina Cost: 1)
●​ Stunning Strike: The creature makes a constitution saving throw against your stunning
strike DC. On a failed save they are stunned until the end of their next turn. (Stamina
Cost: 2)

Flourish
Cost: 1 LP
When you spend a point in this node, you can choose to learn one of the Flourishes from the list
below. Typically, when you make a weapon or unarmed attack, but before you deal damage,
you can choose to add a flourish to that attack, by spending the required amount of stamina to
do so. Most flourishes cost 1 stamina, but others may require more. You can only use one
flourish per attack but are not limited to the amount of flourishes you can make per round.
Take note that some flourishes are limited to certain types of weapons such as melee or ranged
attacks. Flourishes cannot be used when casting spells.

-​ Trip: Costs 1 (or more) stamina point(s). Make a contested athletics or acrobatics check
with the creature you attacked; if you used a ranged attack, you must instead make a
sleight of hand check. If you succeed, that creature is knocked prone. When you make
this check you can add 1d4 to your skill check. You can add 1 additional d4 for every
additional point of stamina spent.
-​ Bull Rush: (Melee Only) Costs 1 (or more) stamina point(s). Move 10ft forward (+5
additional feet per stamina used) and push the creature you attacked that far with you. If
the pushed creature hits a hard surface (wall, larged object etc.), they take 1d4 of
bludgeoning damage per stamina used.
-​ Disarm: Costs 1 (or more) stamina point(s). Make a contented sleight of hand or
strength check with the creature you attacked. If you succeed, that creature drops one
item of your choice that they are holding. When you make this check you can add 1d4 to
your skill check. You can add 1 additional d4 for every additional point of stamina spent.
-​ Repose: Instead of being used when you make an attack, you can instead use this
flourish as a reaction when you are attacked. You can spend a number of stamina
points to increase your AC by that amount +1 until the start of your next turn.
-​ Disengage: Spend 1 stamina to take the disengage action for free.
-​ Dodge Roll: Spend 1 stamina to move 10ft and increase your AC by 2, until the start of
your next turn.
-​ Cleave: If you reduce an enemy to 0 hit points with an attack, you can spend 1 stamina
to inflict any leftover damage from the attack, to an adjacent creature.
-​ Grab: You can spend 1 stamina point to grapple a creature the same size as you or
smaller that you have hit with an attack.
-​ Sweep: (Melee Only) You can spend 1 or more stamina to have any creature(s) of your
choice, adjacent to the attacked target, take 1d4 damage per stamina spent.
-​ Smash: (Melee Only) Reduce the target’s AC by 1, until the end of your next turn, for
every 1 point of stamina spent.
-​ Chug: Costs 1 (or more) stamina point(s). After making an attack you can additionally
chug 1 potion as a free action. If it is a healing potion you gain +1d4 additional healing
per stamina spent. If it is a magical effect, the effect lasts for 1d4 extra rounds per
stamina spent.
-​ Meteor Shot: (Ranged Only) Spend 1 stamina before you make an attack, to fire your
attack into the air. Instead of selecting a creature to attack, you choose one 5ft space
within range. If a creature is in the area at the start of your next turn, your attack
automatically hits that creature.
-​ Multishot: (Ranged Only) Spend 1 or more stamina to make one additional attack per
stamina spent, each additional attack deals 1d4 damage.
-​ Pinning Strike: (Ranged Only) Spent 1 stamina to reduce a targets movement speed to
zero until the end of their next turn. Target can spend an action on their turn to free
themselves and move.
-​ Uppercut: (Melee Only) Spend 1 stamina point to knock a creature (large or smaller) 5ft
into the air. Any grapple checks made against the target are made at advantage and
they have disadvantage against dexterity saving throws until the start of their next turn.

Foe Feller
Cost: 2 LP
When you purchase this node, you can select a creature type below that you specialise in
fighting; learning how to fight against and like them.
You gain a +1 to all attack and damage rolls against your chosen creature type as well as any
benefits listed below.

You may only purchase from this node a number of times equal to half your proficiency bonus
(rounded down).

Aberration
While fighting an Aberration, you can spend 2 stamina as part of the attack against the
Aberration to gain 10ft of reach if it’s a melee attack or to ignore half and ¾ cover if it’s a ranged
attack. If you kill an Aberration while you possess this ability you learn how to use this ability
against non-aberration creatures.

Beast
While fighting a Beast, as part of your attack you can spend 1 stamina to gain advantage on the
attack against the beast so long as an ally is adjacent to it.

Celestial
Whenever you hit a Celestial creature with an attack, you can spend 1 stamina force it to make
a Constitution saving throw against the attack roll or have its speed reduced to 0 until the start
of your next turn.

Construct
After reducing a Construct to 0 hit points, you can spend 3 stamina to absorb a fragment of their
power. Once within 1 week of using this ability, as an action you can Polymorph yourself into an
inanimate object of your choice, becoming indistinguishable from another of its kind. If you
move, make an attack roll or cast a spell while in this form, the effect ends and you return to
your normal form.

Dragon
While fighting a Dragon as an action you can spend 2 stamina to leap up to 40ft and
immediately make an attack against it. If you kill a Dragon while you possess this ability, you
learn how to use it on other non-dragon creatures, larger than you.

Elemental
Once per turn, while fighting an Elemental can spend 2 stamina as part of your attack against it
to have your attack ignore its damage resistances or immunities.

Fey
You can spend 2 stamina as a bonus action to converse with a Fey creature you can see within
30ft and force them to make a contested deception check against your insight. If you succeed
you gleam an inkling of the creature’s true name, for but a moment and always know where they
are for the next minute. During this time you cannot gain disadvantage on attacks against them.
If they succeed they become immune to this effect for the next hour.

Fiend
Once per turn, if you hit a Fiend with an attack you can spend 2 stamina to regain hit points
equal to your level.

Giant
If you hit a Giant with an attack you can spend 2 stamina to force it to make a contested
acrobatics check against your athletics. If they fail, the giant falls prone.

Humanoid
You lower the number needed to score a critical hit against humanoids by 1. If you get a critical
hit against a humanoid with a CR lower than 1 you can spend 2 stamina to behead them. If the
creature needed their head to survive, they instantly die.

Monstrosity
When a Monstrosity hits you with an attack but before damage is dealt, you can spend 1
stamina as a reaction to become resistant to one of the damage types dealt by that attack until
the start of your next turn.

Ooze
As part of your movement action you can spend 2 stamina to end your turn in the same space
as an Ooze creature. Any damage you would receive while in the same space as the Ooze is
halved with the Ooze receiving the same amount. At the start of your turn if you are still in the
same space as an Ooze you must spend 1 stamina or be pushed 10ft away from the Ooze in a
random direction.

Plant
You can spend 2 stamina as an action to “root” yourself, gaining the “rooted” condition. While
“rooted” you cannot be moved against your will. At the start of each of your turns you must
spend 1 stamina to maintain your “rooted” or this condition ends. Additionally if you move on
your turn the “rooted” condition ends.
While “rooted” you regain 10 hit points at the start of each of your turns and your AC increases
by 2. However, while “rooted” you gain a vulnerability to fire damage and automatically fail
dexterity saving throws.

Undead
If you reduce an Undead creature to 0 hit points you can spend 1 stamina to deal 1 radiant
damage to that creature, or to learn how or if that creature has a means of returning to life.

Sneak Attack
Cost: 1 LP
When you spend a point in this node, you gain an additional 1d4 which can be added to your
sneak attacks. Sneak attacks work the same way as they do in the PHB, requiring you to either
have advantage against a creature or have an ally be adjacent to your target. You may only
make one sneak attack per turn and when you do, you deal a number of d4s of extra damage
equal to the number of times you have invested in this node.
You can only purchase from this node a number of times equal to your level.

Stamina
Cost: 1 LP
When you spend a point in this node you gain +2 Stamina to add to your Stamina Pool.
Stamina can be spent to use certain abilities such as Flourishes, Grapple Moves, Exposing
Strikes or Tricks. You can only spend a number of stamina points equal to your proficiency
modifier each turn. You regain all of your stamina after taking a short rest.

Any unspent stamina you have when taking a short rest is converted into temporary hit points
come the end of that short rest. These temporary hit points disappear after 1 hour, or until you
take your next short or long rest.

As an action you can spend a hit dice and regain stamina equal to the roll result.

Trick
Cost: 1 LP
When you spend a point in this node, you can choose 2 tricks from the list below. A trick,
occasionally referred to as a “dance”, is typically some sort of quick manoeuvre to gain an edge
on the battlefield. You can complete a 1 trick per turn. A trick can be executed by spending
either 1 stamina or by taking a bonus action to do so.

-​ Dodge
Take the dodge action (this costs 2 stamina and bonus action to use)
-​ Dash
Take the Dash action
-​ Disengage
Take the Disengage action
-​ Hide
Take the Hide action
-​ Tumble
Costs: Your reaction and 1 stamina to reduce the falling damage you take by 10 times
your level.
-​ Feint
Make contested deception vs a creature's insight. If you succeed you gain advantage on
your next attack against them this turn.
-​ Spring
You double your jump distance until the end of your turn.
-​ Quick Pick
You can attempt to either pick a lock or pickpocket a creature. If you choose the latter,
you make a contested sleight of hand check vs their perception, on a success you steal
a tiny object being carried or potentially worn from that creature. (Dm’s discretion).
-​ Distract
You make a contested performance check vs a creature's insight, on a fail they must
select you as an attack target on their next turn.
-​ Interfere
A creature you choose gains disadvantage on the next ability check it makes to perform
the task you are interfering with, provided that it makes the check before the start of your
next turn. Alternatively, you can hinder a creature trying to attack another creature within
5 feet of you.
-​ Juggle
You can change/swap the items in your hands for items in your inventory in one
movement.
-​ First Aid
You make a medicine check, administer a healer's kit, antitoxin, or health potion.
-​ Lead
You cause a willing creature you can touch, to move with you on your turn.
-​ Mundane “Illusion”
You harmlessly throw a rock, kick up dust, or imitate a bird call to misdirect another
creature. You make a contested sleight of hand or performance vs their perception. If
they fail they spend their turn moving towards a point of your choosing, within 20ft of
you.
If this is activated in combat, the target makes their check with advantage and you make
yours at disadvantage.
-​ Signal
You silently communicate a simple idea to a willing creature that can see you and can
understand at least 1 language.

Weapon Master
Cost: 1 LP
When you spend a point in this node, you can choose to gain the benefits of one of the Weapon
Master abilities from the list below. Each Weapon Master ability is associated with a particular
weapon, and while wielding that weapon, you gain the benefits of any known Weapon Master
abilities you have, associated with that weapon. If you know multiple Weapon Master abilities
that might all apply to the current weapon you are wielding, you gain the benefits of all of those
abilities.
Each ability also has a “Perfected Technique”. These are accessible when you reach level 5
and own this particular Weapon Master ability. These “perfected techniques” typically require
stamina to use which will be noted in the ability itself.

-​ AXE-TERMINATOR: Affects any weapons described as an axe.


When you make an attack with this weapon you can spend a bonus action to make a
backswing with the axe, treating it as an “off-hand” attack.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, against a creature, you can spend 2
stamina to have any adjacent creature of your choice, take damage equal to half of the
damage dealt. You can spend an additional 2 stamina to choose an additional creature.

-​ Big Swinger: Affects any weapon with the two-handed property


When you deal damage with this weapon to a target creature, you can deal additional
damage to any one creature adjacent to your target, equal to your strength modifier.
Perfected Technique (Available at 5th Level):
When you use the Big Swinger ability, you may spend 1 stamina point to choose 1
additional adjacent creature, per stamina point spent.

-​ Boomeranger: Affects weapons with the light and thrown properties


Whenever you throw any of these weapons, they return to your hand.
Perfected Technique (Available at 5th Level):
When you deal damage with this weapon, you can spend 1 stamina point to pull the
target 10ft towards you when your weapon returns to your hand. The next attack made
against this target has advantage.

-​ Bullseye: Affects any weapons described as a dart.


The roll needed to roll a critical hit with this weapon is lowered by 3.
Perfected Technique (Available at 5th Level):
If you score a critical hit against a creature with this weapon, you can spend 2 stamina
points to force that creature to make a constitution saving throw where the DC is equal to
half of the damage they took (minimum 10) or be stunned until the end of your next turn.

-​ Clubbing: Affects any melee weapon that deals bludgeoning damage


When you deal damage to a creature with this weapon, they have a disadvantage on
intelligence checks and saving throws until the end of your next turn.
Perfected Technique (Available at 5th Level):
When you use the clubbing ability, you can spend 2 stamina points to force the creature
to make an intelligence saving throw, against your attack roll or become stunned until the
start of your next turn.

-​ Entangler: Affects any weapons or objects that can be used to grapple or restrain
(eg. a net)
When you successfully grapple or restrain a creature with this weapon, they fall prone
and cannot make attack rolls that require the use of their hands or cast spells that
require material or somatic components, so long as they are grappled or restrained.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon to retrain or grapple a creature, you can
spend 1 or more stamina to target any adjacent creatures to the original target. You can
select 1 additional target per stamina spent.

-​ Goliath Feller: Affects any weapon that is considered to be a sling


Once per turn, any damage you deal with this weapon to creatures larger than you, is
doubled. A creature subjected to this effect cannot be targeted again for another 24
hours.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, against a creature larger than you, you can
spend 1 stamina to force the creature to make a dexterity saving throw against your
attack roll, or fall prone.

-​ Gun-Fu: Affects any weapons with the reload property


You ignore the effects of the reload property with this weapon and no longer have
disadvantage on attacks with it made at close range.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make 1
additional attack with this weapon at disadvantage.

-​ Hammer Time: Affects anyone weaponed described as a hammer, maul Or mace


When you deal damage with this weapon to a creature wearing armour, you can spend 1
stamina to attempt a strength check against. If you roll higher that the current AC of the
creature, you can reduce their AC by 1 to a minimum of 10 + their dexterity modifier.
This armour reduction lasts until the armour is repaired or removed.
Perfected Technique (Available at 5th Level):
When you deal damage to a creature with this weapon, you can spend 1 stamina to
reduce their AC by 2 until the end of your next turn, no save required.

-​ Hiker: Affects any weapon described as a cane or staff.


While wielding this weapon you increase your movement speed by 5ft and ignore difficult
terrain.
Perfected Technique (Available at 5th Level):
The movement speed granted by this ability is increased to 15ft. Additionally, you can
spend 1 stamina to dash as a free action on your turn. You can only use this feature
once per turn.

-​ Improviser: Affects any item or object used as a weapon that is not typically considered
a weapon
You are considered proficient in attacks made with these “weapons”. Additionally they
deal an additional 1d4 of damage when used.
Perfected Technique (Available at 5th Level):
You can spend 1 stamina to have attacks that you make, deal twice as much damage to
constructs and objects, until the end of your turn.

-​ Sniper: Affects any weapons described as a bow


You add a +1 to attacks and damage rolls made with this weapon.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make 1
additional attack with this weapon at disadvantage. You also no longer have
disadvantage on attacks made with this weapon at long range.

-​ Living Weapon: Affects unarmed attacks


You become proficient in unarmed attacks and you can add 1d4 damage to your
unarmed attacks. When you make an unarmed attack as an action, you can spend your
bonus action to make two additional off-hand unarmed attacks.
Perfected Technique (Available at 5th Level):
When you use the Living Weapon ability to make additional unarmed attacks, you can
spend 1 stamina to make 2 additional offhand unarmed attacks at disadvantage.

-​ My Little Friend: Affects any weapon considered to be a knife or dagger.


You can spend an action to conceal this weapon, hiding it from sight. If you make an
attack with a concealed weapon, it is considered a Sneak Attack, and you deal 1
additional d6 of damage with that weapon. When you do so, the weapon is no longer
concealed. You can have a number of concealed weapons at any one time, equal to
your dexterity modifier.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make up to 2
additional attacks with any other concealed weapons you might have, but these attacks
are made at a disadvantage.
-​ Poker: Affects any weapons described as spears
Whenever you make an attack with this weapon, you push the attacked creature back
5ft.
Perfected Technique (Available at 5th Level):
You can spend 1 stamina point to increase the distance of your Poker ability by 10
additional feet.

-​ Protector: Affects anyone wielding a shield


Any allies within 5ft of you gain a +1 bonus to their AC so long as you are not grappled,
restrained, stunned or incapacitated.
Perfected Technique (Available at 5th Level):
You can spend your reaction and 1 stamina point to give any one ally within 10ft of you a
bonus their AC equal to the AC bonus your shield provides, until the start of your turn, so
long as they remain within 10ft of you.

-​ Sweeper: Affects any weapon described as a polearm.


If you hit a creature who is beyond 5ft from you, with a melee attack using this weapon,
you can force them to make a contested acrobatics or athletics check against you. If
they fail, they fall prone.
If you choose to forgo dealing damage with this weapon you can remove “melee” or
“beyond” from this ability’s description.
Perfected Technique (Available at 5th Level):
When you make a melee attack with this weapon, you can spend 1 stamina to make a
sweeping attack. This sweeping attack targets everyone within a 15ft cone. You make
an attack roll and each creature within the cone must make a dexterity saving throw
against your attack roll. On a failed save they take half as much damage from your
attack. On a successful save, they take no damage.

-​ Vanilla Hero: Affects any weapons described as a sword


You add a +1 to attacks and damage rolls made with this weapon.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina increase the
range of your attack by 10ft for every point of stamina spent.

-​ Whiplash: Affects any weapons described as a whip


When you make an attack with this weapon you can additionally make a grapple check
as a free action against the target. This can also be used against small objects to pull
them towards you, or to move an additional 15ft horizontally, if you grapple a secured,
unmoving object.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon and successfully grapple a creature, you can
spend 1 stamina point to knock that creature prone.

-​ Yeeter: Affects any weapons with the thrown property, or any throwable items
Weapons you throw deal twice your ability modifier when calculating damage.
Perfected Technique (Available at 5th Level):
When you throw a weapon, you can spend 1 stamina to triple its range, ignoring any
penalties from long ranged attacks.

PERFECT FORM
Cost: 5 LP
Requires: At least 20 LP to have been spent in Technical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Perfect Form ability, and when you have done so, you cannot
activate a Perfect Form ability again, until you finish a long rest. Additionally, you cannot
activate a Perfect Form ability if you are missing any hit points.

Note: All of the Perfect Forms listed below have interchangeable names. Please do not feel
obliged to stick with the names listed, nor the flavours they suggest.
For example, lightning barrage could be you teleporting around the place, literally becoming
lighting or even alternate versions of yourself leaping in from different dimensions to beat the
crud out of your enemies.
Please make these ultimate techniques your own.

Create Weak Point


In a single, swift strike, you expose an area of weakness on your enemy where all attacks can
easily penetrate. You may activate this ability after making a successful attack against a target.
When you do so, you may use as many of the following effects below so long as you spend the
required amount of stamina to do so. Each ability has a listed amount of stamina needed to
perform each effect. You may choose any effect multiple times, but must spend the required
amount of stamina each time you do.

These debuffs exist so long as you are not missing any hit points. If you lose hit points and then
regain them, these debuffs are not reapplied.

-​ Reduce the target's AC by 1 for the next 10 minutes. (Costs: 1 stamina) each stamina
spent reduces its AC by 1 to a maximum reduction of 5.
-​ Remove 1 of the target's resistances to a particular damage type or condition for the
next minute. (cost: 1 stamina)
-​ Remove 1 of the target's immunities to a particular damage type or condition, for the
next minute. (cost: 2 stamina)
-​ Remove a legendary resistance from the target. Max 1. (cost 4 stamina)
-​ Remove one of the target's passive abilities. Eg. Regenerate, Reflective Carapace. This
ability lasts for 3 rounds of combat. (cost: 5 stamina)

Deadly strikes
All benefits of this ability last for 1 minute. If you are missing any hit points, you cannot gain the
benefits of this ability until they are full again. Whenever you deal sneak attack damage you can
add more than one exposing strike to that attack, so long as you have the stamina to do so. All
attacks you make, while this ability is active, are made at advantage.

Lightning Barrage
When you activate this ability, you make a number of attacks equal to your proficiency modifier.
After each of these attacks, you may teleport up to 60ft before you make the next attack. After
this, your movement speed is doubled until you take damage for the first time after activating
this ability.

Perfect Strikes
When you activate this ability, you spend a number of stamina points (max 5) to reduce the
number you need to score a critical hit for by that amount. This ability lasts for 1 minute, and
you gain its benefits so long as you are not missing any hit points.

Ultimate Defence
When you activate this ability your AC increases by 5 and you gain a +5 to all Dexterity saving
throws. When you move you do not provoke opportunity attacks and you gain the features of
the evasion ability, as if you had it.
This ability lasts for 1 minute, and you gain its benefits so long as you are not missing any hit
points.

Blue Nodes: Mystical

Arcane Bond
Cost: 4 LP
You dedicate yourself to a single aspect of the magical world and make it the core focus of your
arcane power. When you purchase from this node, you choose an ability from one of the
Arcane Bonds from the list below. Once you have purchased an ability from one of the lists
of Arcane Bonds below, you cannot purchase abilities from any other Arcane Bond lists,
except from the list you first purchased from.
So choose wisely!
Each ability in the lists below costs 5 LP to purchase.

Black Mage
You dedicate your heart to the pursuit of power, whatever the cost. You become the master of
syphoning of life and the art of sacrifice. All great things gained come with an equal loss.

Black Mage Abilities List:


-​ Life Drain: When you deal damage to a creature with an attack, you regain hit points
equal to your proficiency bonus. If an attack you make reduces a creature to 0 hit points,
you regain twice as many hit points from this ability. Constructs and undead are
unaffected by this ability.
-​ Blood Sacrifice: When you make a spell attack, but before you know the result, you can
sacrifice a number of hit points to increase its damage by half of the amount of hit points
you sacrificed.
-​ Forbidden Magic: If you choose to cast a necromancy spell, you can do so for half of
its mana cost. In exchange you lose hit points equal to that spell’s original mana cost.

Blue Mage
You dedicate your mind to the pursuit of perfection. Knowledge is power and will allow you to
mould the world to your perfect ideals. You must be careful in your pursuit and be ready to
manipulate and deceive the world, if it means guiding it to your vision.

Blue Mage Abilities List:


-​ Seeker of Perfection: When you roll for the damage of a spell you cast, you may reroll
each dice rolled once each if you are unhappy with their result.
-​ Well of Knowledge: You may add your intelligence modifier to any saving throw you
make.
-​ Tactician: You can use your intelligence instead of your strength or dexterity modifier for
melee or range weapons.

Green Mage
You dedicate your life to life; all living things. This world is precious and needs to be nurtured.
And the love you give to the world, is returned to you tenfold. Traditions, the ties that bind and
the ways of nature must be preserved and defended. You know that true power does not come
from one single source alone.

Green Mage Abilities List:


-​ Emissary of Life: Anytime you heal a creature you instead heal them for twice that
amount.
-​ Ties that Bind: Any allies within 10ft of you can add your spellcasting ability modifier to
their saving throws.
-​ The Power of Kinship: For every tiny or larger ally within 10ft of you that you can see,
you add 1 to every saving throw, ability check and attack roll that you make. This bonus
can be no higher than your proficiency modifier.

Red Mage
You submit your soul to emotion; let it be your guide. Freedom is the ultimate goal. Let cities
crumble with time, let fires rage, you know that true power cannot be contained, only danced
with. Listen to that impulse deep within; your instincts will guide you.
Red Mage Abilities List:
-​ Let Chaos Reign: Whenever you make a spell attack roll and are unhappy with the
result, you can reroll all of the dice you just rolled but must keep the new results.
Additionally, any damage dealt by 1st level spells or higher than you cast, deal twice as
much damage to constructs and objects.
-​ Unchained: You may cast the Knock spell for one mana as a bonus action. When you
do so, it makes no sound and the target of the spell is destroyed, magical or otherwise,
unless the target is sealed with the lock spell, in which case it is simply suppressed for
10 minutes. Additionally you cannot be grappled or restrained and can spend 1 mana as
a reaction to end one of these effects on a creature of your choosing.
Finally, you may also spend 2 mana as a reaction to end any magical effect that would
prevent a creature of your choosing from moving.
All of these abilities can be used on any targets within 60ft of you that you can see.
-​ Freedom: The following spells can be cast for half as much mana and you learn 2 of
them: fly, freedom of movement, expeditious retreat, longstrider, misty step and thunder
step. Additionally, whenever you deal damage to a creature using a 1st level spell or
higher, you may teleport up to 30ft.

White Mage
You dedicate conscience to doing what is right. Rigorous structure and order is what is needed
to grab power by the horns and guide it on the right path; to be used for good. You will follow a
selfless path or law and light. The better the world, the greater the forces of good will be.

White Mage Abilities List:


-​ Life Transference: As an action you can touch a willing creature and when you do so,
you reduce your hit points by a certain amount and restore that creature’s hit points by
that same amount
-​ Selfless Act and Repent: If a creature within 10ft of you is targeted by a spell or made
the centre of a spell, you can spend your reaction and mana equal to the spells level to
make yourself the target of centre the spell on you instead, or alternatively silence the
caster until the end of their next turn, after the spell is cast.
-​ Banishing Light: Any spells you cast against undead creatures deal additional radiant
damage equal to your level. Additionally, undead creatures have disadvantage on
saving throws against spells you cast against them.

Void Mage
You give yourself up to the void. You throw it all away now understanding the pointlessness of
pursuing power. It does not exist and should not exist. You will rid the world of power. Only
then will all things be equal.

Void Mage Abilities List:


-​ Anti-Mage: The following spells can can be cast for half as much mana:
antimagic field, blindness/deafness, counterspell, dispel magic, faerie fire, see invisibility
and silence.
Additionally, you learn the spell counterspell if you do not already know it.
-​ Arcane Dilution: You have advantage on saving throws against all magical effects and
are unaffected by 1st level spells and cantrips.
-​ Spell Drain: If you succeed on a saving throw against a spell effect, you regain mana
equal to half of the spell’s mana cost.

Cantrip
Cost: 1 LP
You learn 2 cantrips of your choice. Simple!

Esper
Cost: 1 LP
Grants you 2 Esper abilities from the list below. Espers are magical flourishes that can be
achieved by spending mana. Most are psychic based abilities and do not count as “magical in
nature” nor is the use of these abilities considered to be the casting of a spell or cantrip.

-​ Deflect: As a reaction you can spend 1 or more mana to reduce the damage from a
spell attack by 1d10 for each point of mana spent + your spellcasting modifier. If you
reduce the spell’s damage to 0 in this way, you can spend 1 additional point of mana to
reflect the spell back at the caster. You make a new spell attack with this spell using
your own spell attack modifier but the original damage remains the same.
-​ Disarm: You spend 1 mana as bonus action to force a creature to make a strength
saving throw against your spell DC. On a failed save, they drop one item they are
holding.
-​ Mystic Bazaar: You can expend 3 mana during a short or long rest to enter a trance-like
state, in which your consciousness is transported to a space known as The Bazaar.
In The Bazaar you are able to exchange money from your character's inventory for
mundane items of equivalent value. ​
DM Note: The Bazaar could take on any form, depending on the character or setting.
In one campaign it may look like a simple market town filled with merchants, in another it
might look like a chain convenience store from Earth.
This ability was inspired by “The Bad Idea Generator”
-​ Pull: You can spend a bonus action and 2 mana to force a creature within 30ft of you to
make a strength saving throw against your spell DC. On a failed save they are pulled up
to 15ft towards you.
-​ Push: When you make an attack against a creature you can spend 1 mana to force
them to make a strength saving throw against your spell DC. On a failed save, the
creature is pushed back 10ft.
-​ Slam: When you make a successful attack against a creature you can spend 3 mana to
attempt to slam them to the ground. The attacked creature must make a strength saving
throw against your spell DC or be knocked prone. If the creature is larger than you, you
must spend 1 additional mana for each size larger than you that they are, in order for this
ability to affect them. Creatures larger than you are otherwise unaffected by this ability.
-​ Grow: You can spend 2 mana as a bonus action to increase your size by one stage until
the start of your next turn. While this size, your weapon and unarmed attacks deal an
additional 1d6 damage but your AC is reduced by 2. You can spend an additional point
of mana to maintain this ability at the start of each of your turns.
-​ Leap: Once per turn, you can spend 1 mana to double your jump height and jump
distance until the end of your turn.
-​ Float: Before you hit the ground from a height, you can spend 1 mana as a reaction to
become immune to falling damage until the end of your turn.
-​ Soar: You can spend 2 mana as a bonus action to gain a flying speed of 30ft until the
end of your turn.
-​ Peer: You can spend 1 mana as a bonus action to read the surface thoughts of a
creature you can see. If you do this, you gain advantage on insight and deception
checks against them until the end of the turn.
-​ Steel: If you are forced to make a saving throw against an effect that would charm you,
you can spend 1 mana as a reaction to gain advantage against it.
-​ Security: If a creature would try to read your thoughts, you become alerted to it, but do
not know who is reading them. When this happens you can spend 2 mana as a reaction
to deal 2d8 psychic damage to them.

Mana
Cost: 1 LP
Grants you 2 mana to add to your mana pool, additionally increasing its maximum size by 2.
You can spend mana to cast spells or alter them, as well as using them to create numerous
other magical effects and abilities granted to you by different nodes on this skill tree.
See The Mystical Branch & Spellcasting to learn more on mana, casting spells and more.

You cannot spend more mana than your level + your spellcasting modifier per turn.
And you cannot upcast a spell higher than 9th level.

Each time you gain a certain amount of mana, you naturally come to learn a new spell of your
choice. See the table below to see the level of spell that you learn, after gaining a sufficient
amount of mana in your mana pool. For example, after gaining 10 mana from this node, you
learn a level 1 spell of your choice for free. You always have the option too to pick a lower level
spell than the one offered.
Optional: Instead of picking a new spell, you may instead choose one of the optional “Arcane
Advancements” on the table below, rather than learning a new spell. If there is more than one
option available, you may only pick one. However, when picking an Arcane Advancement, you
always have the option to choose previous Arcane Advancements instead of the one(s) offered
to you in the column related to the level of mana you have just reached.
For example, upon gaining 30 mana, I could pick Specialist or Battle mage, but I could also pick
from any of the other options available to me in previous columns, say “Arcane Understanding”
for example.
Size of Mana Pool Reached Level of Spell Arcane Advancement (Optional)
Learned

10 1 Flexible: Learn 2 new Cantrips

15 2 Elemental Affinity: You may choose one


damage type of your choice When you cast
a spell of level 1 or higher that deals the
selected damage type, you may add your
spellcasting modifier to the damage roll.
Elemental Understanding: You may
choose one damage type. Whenever you
receive damage from that damage type you
may spend your reaction to reduce that
damage by an amount equal to your level.

20 3 Weave Wielder: You learn 2 Spell Weaves


of your choice.
OR
Master Summoner: Gain one free
purchase from the Summon or Summon
Buff node as if you spent LP in it. This does
not count towards LP spent in Mystical
Nodes.

25 4 Arcane Understanding: Choose a school


of magic. Whenever you purchase from the
Spell node, you can instead pick 2 spells
instead of one. So long as both of those
spells are of the same school of magic you
chose from this ability.
OR
Fortified Caster: You add +1 to your
spellcasting attack modifier or your spell DC

30 5 Specialist: Choose a school of magic.


Spells of this particular school cost 1 less
mana to cast. (minimum 1 mana).
OR
Battle Mage: You may add your
spellcasting modifier to concentration
checks.

40 & must be level 15 or 6 Master Caster: You choose one 1st or


higher second level spell that you know. You may
cast this spell at its lowest level without
spending mana to do so.
OR
Mana Surge: Once per day, you can
choose a willing creature within 30ft of you
that you can see, and as an action grant
them 5 temporary mana. This mana does
not count towards a creature's maximum
spell pool and is treated similarly to
temporary hit points. Any unspent
temporary mana disappears after 10
minutes

50 & must be level 15 or 7 Signature Spell: You choose two 3rd level
higher spells or lower that you know. You can cast
this spell at 3rd level by spending only 1
mana to do so.​
OR
Dual Mage: You are no longer limited to
purchasing abilities from just one mage type
from the Arcane Bond node. You may now
purchase abilities from a second mage type
of your choice.

Mana Drain
Cost: 2 LP
When you deal damage with a melee spell attack with a 1st level or higher or deal more than 10
magical damage with a melee attack, you gain mana equal to the amount of times you have
purchased from this node.
This damage must be dealt to a living creature. This creature must be somewhat magical in
nature, or must be someone or something who is able to cast spells. If this is not the case, you
will only ever receive one mana from that creature, once only. Objects are unaffected by this
ability, unless the DM deems otherwise.

What is magical?
For reference, an owlbear, cranium rat or other “fantastical beings” would all be considered
“magical” in this case. A brown bear, footsoldier, or dinosaur would not be considered magical.
If ever there is confusion at the table as to whether or not a creature is or is not magical, roll a
d20. On an 11 or higher it is in fact magical and has a hidden talent for magic or connection to it
laying dormant within their being.

You can purchase from this node a maximum number of times than equal to your
proficiency modifier.

Spell
Cost: 1-2 LP
You learn 1 spell. However, you may only learn spells of a particular level, if you have the
required amount of mana in your mana pool, or more.
See Learning Spells for more information.
Note: some spells require more than 1LP to purchase (see their “cost” for more information)

Any time you cast a spell of 6th level or higher more than once per day, you must make a
Constitution Saving Throw (DC: 8 + the spell’s level) or gain a level of exhaustion.

-​ Level 1 Spell. Requirement: n/a Cost:1


-​ Level 2 Spell. Requirement: 10 mana Cost:1
-​ Level 3 Spell. Requirement: 15 mana Cost:1
-​ Level 4 Spell. Requirement: 20 mana Cost:1
-​ Level 5 Spell. Requirement: Level 6 or higher, 25 mana Cost:1
-​ Level 6 Spell. Requirement: Level 10 or higher, 30 mana Cost:1
-​ Level 7 Spell. Requirement: Level 12 or higher, 35 mana Cost:1
-​ Level 8 Spell. Requirement: Level 15 or higher, 40 mana Cost:1
-​ Level 9 Spell. Requirement: Level 16 or higher, 50 mana Cost: 2

Spell Weave
Cost: 1 LP
Grants you 2 Spell Weaves from the list below. Works like a sorcerer’s “Metamagic” abilities,
Spell Weaves, also referred to as “the weaving of a spell”, lets one warp the nature of spells
they cast, altering their properties in different ways. To “weave” a spell, you must spend the
required amount of mana mentioned in the Spell Weave’s ability.
Spell Weaves are used as the spell is being cast but before spell attacks or saving throws are
made.
You may only alter a spell so far. When spending mana to alter a spell, using Spell Weave
abilities, you can only spend a number of mana doing so, equal to your proficiency modifier.

-​ Alter Element
You can spend 1 mana to alter the damage type of a spell you cast to one of the
following: Acid, cold, fire, lighting, necrotic, poison or thunder.
-​ Careful Craft
When you cast a spell that forces other creatures to make a saving throw, you can
protect some of those creatures from the spell's full force. To do so, you spend 1 or more
mana and choose a number of those creatures equal to the amount of mana spent + the
spell’s level. A chosen creature automatically succeeds on its saving throw against the
spell.
-​ Distant Weave
When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana to
double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 mana to make the
range of the spell 30 feet.
-​ Empowering Burst
When you roll damage for a spell, you can spend 1 mana to reroll up to 2 damage die,
per mana spent. You must use the new rolls.
-​ Fast Cast
When you cast a spell that has a casting time of 1 action, you can spend 3 mana to
change the casting time to 1 bonus action for this casting.
-​ Galvanise
When you cast a spell that forces a creature to make a saving throw to resist its effects,
you can spend 3 mana to give one target of the spell disadvantage on its first saving
throw made against the spell. You can spend 3 additional mana to give 1 additional
creature disadvantage too.
-​ Homing Guide
When you cast a spell that requires you to make a spell attack roll or that forces a target
to make a Dexterity saving throw, you can spend 1 mana to ignore the effects of half-
and three-quarters cover against targets of the spell.
-​ Linger
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana
to double its duration, to a maximum duration of 24 hours.
-​ Split Spell
When you cast a spell that targets only one creature and doesn't have a range of self,
you can spend a number of mana equal to the amount of mana spent to cast the spell, to
target a second creature in range with the same spell (2 mana if the spell is a cantrip). To
be eligible, a spell must be incapable of targeting more than one creature at the spell's
current level.
For example, magic missile and scorching ray aren't eligible, but ray of frost and
chromatic orb are.
-​ Subtle Craft
When you cast a spell, you can spend 2 mana to cast it without any somatic or verbal
components.

Summon
Cost: 1 LP
Allows you to summon a familiar from the list below. Each purchase from this node allows you to
choose an additional creature from the list below to add to your own list of creatures that you
can summon. You may only have one active familiar at any one time. Summoning a new
familiar dismisses any previously active familiars.
Note: If you happen to have learned how to summon “Any 3 small or tiny CR 0 Beast creatures”
you may choose to summon all 3 in one go, and all 3 may be active at the same time. However,
should you wish to infuse any of these familiars with a “summon buff” you are only able to select
one to gain the buff, unless you pay additional mana for each other summon to gain the same
buff. For example, let’s say I want to summon 3 rats and give them all a “death burst”. I can do
this, but it will cost me one additional mana for each rat I wish to give it to. If I want each rat to
have death burst I will need to spend 3 mana for each rat as well as the 1 mana to summon all 3
in the first place, coming to a total of 4 mana to summon 3 exploding rats.
You may spend an action to remove any amount of your own senses and replace them with the
familiars; being able to see what it sees, hear what it hears etc. In the case of having multiple
familiars, you may only tap into one creature's set of senses at a time.
When a familiar drops to 0 hit points it is dismissed and you cannot resummon that familiar
again until you take a long rest. So, if all of the familiars you know how to summon drop to 0 hit
points, you cannot summon any creatures again until you take a long rest.
To summon a familiar you must spend 1 mana and an action to do so. Additionally, if you want
that summon to have any additional buffs when summoned that you might have purchased from
the “Summon Buff” node, then you must additionally pay the respected amount of mana for
each of those buffs.
-​ Any 3 small or tiny CR 0 Beast creatures
-​ Any 2 medium or smaller CR 0 beast creatures
-​ Any 2 small or tiny CR ⅛ beast creatures
-​ Any 1 large or smaller CR ⅛ beast creature
-​ Any 1 medium or smaller CR ¼ beast creature
-​ Any 1 medium or smaller CR ⅛ or lower construct creature.
-​ 2 cranium rats
-​ 1 commoner
-​ 1 flumph
-​ 1 imp
-​ 1 lemure
-​ 1 sprite
-​ 1 abyssal chicken

Summon Buff
Cost: 1 LP
When you summon your familiar they gain the benefits of any of the abilities you have
purchased from this node. A familiar can only have a number of abilities active, when
summoned, equal to your proficiency modifier. When you decide to summon a familiar with one
of the buffs you have gained access to, you must also pay the amount of mana listed in the
Summon Buff’s description, alongside any other mana costs for the summon itself.
When spending mana on buffs for your familiar, you cannot spend a total number of mana
greater than your level.
-​ Wings: Cost: 1 Mana
Your familiar gains a flying speed equal to its movement speed.
-​ Elemental: Cost: 1 Mana
The damage your familiar deals is now changed to one of the following damage types:​
Acid, cold, fire, lightning, poison or thunder.
-​ Big Mode: Cost: 3 Mana
Your familiar becomes a large creature and it deals 1 additional damage dice when
rolling for damage.
-​ Mana Drain: Cost: 2 Mana
When your familiar deals damage, you regain 1 mana.
-​ Life Drain: Cost: 3 Mana
When your familiar deals damage it heals you by 1d4 hit points.
-​ Extra Attack: Cost: 4 Mana
Your familiar can make 1 additional attack on it’s turn
-​ Thick Hide/Shell: Cost: 2 Mana
Increase your familiar’s AC by 2
-​ Incorporeal: Cost: 2 Mana
Your familiar gains resistance to bludgeoning, piercing, and slashing damage from
non-magical attacks
-​ Death Burst: Cost: 1 Mana
When your familiar dies it deals 1d6 damage to every creature within 5ft of it. You can
spend additional mana to increase this damage by 1 additional d6 for each point of
mana spent. The damage dealt is bludgeoning damage unless the familiar is under the
effects of the “Elemental” buff, in which case it deals that damage type instead.
-​ Speedy: Cost: 1 Mana
Increase your familiar’s base movement speed by 10 ft. It can also take the dash action
as a bonus action.
-​ Barbed Hide: Cost: 2 Mana
Any creatures who deal melee damage to this familiar take damage equal to your level.
-​ Unstable Summon: Cost: 2 Mana
Your familiar is under the effects of the Blink spell until it is dismissed.
-​ Shrunk: Cost: 1 Mana
Your familiar’s size becomes tiny and deals half as much damage but their AC and
dexterity saving throws increase by 5.
-​ Well Fed: Cost: 1 Mana
Your familiar’s hit points increase by 20 for every mana spent on this ability when
summoning it.
-​ Cannon Fodder: Cost: 0 Mana
Your familiar has 1 hit point and this number cannot increase. When you summon a
familiar in this way, you gain 2 mana which can only be spent on Summon Buffs for this
summoned familiar.

Ward
Cost: 1 LP
Grants you one use of the ward per short rest. A ward is a magical barrier you can activate to
protect yourself or another creature. As a reaction whenever a creature that you can see within
range (which can include yourself), would be attacked you can spend mana to increase that
creature’s AC by twice the amount of mana spent, until the start of their next turn.

The mana you spend on this ability can be no higher than the amount of LP invested in this
node

The range of your ward increases by 5ft for each LP spent in this node.
Wards prevent any damage dealt to a creature from the magic missile spell.

You can purchase from this node a number of times equal to your proficiency, and each
purchase grants you an additional use of it per short rest.

MYSTIC ART
Cost: 5 LP
Requires: At least 20 LP to have been spent in Mystical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Mystic Art ability, and when you have done so, you cannot
activate a Mystic Art ability again, until you finish a long rest. When you use a Mystic Art, you
automatically use up all of your remaining mana in order to do so, bringing your mana pool to 0.
The amount of mana used up this way will determine the effects of the Mystic Art used.
Mystica Arts are considered magical in nature but are not considered to be the casting of a spell
(unless specified). All Mystic Arts or spells cast by Mystic Arts, are unaffected by the effects of
counterspell.

Note: All of the Mystic Arts listed below have interchangeable names. Please do not feel
obliged to stick with the names listed, nor the flavours they suggest.
For example, the art of shadow suggests that you forge the ultimate summon from the shadows,
like a shadow puppet. But feel free to label it “Mystic Art of Perfection” or “Shaping” for a
broader term. Or perhaps something along the lines of “Prismatic Mystic Art” suits your
character far more, who creates fractal-like creatures who resemble beings made of shattered
glass or mirror.
Please make these ultimate techniques your own.

Mystic Art: Shadow


When you activate this ability, you summon one familiar from the list of familiars available in the
“Summon” node. It has a total amount of hit points equal to 5 times the amount of mana spent
on this ability. It shares the same mental abilities as you (Int, Wis & Cha) but its physical stats
remain the same (Str, Dex, Con). However, when you summon this familiar, you may choose
either its Dexterity Score or Strength Score to become equal to half the amount of mana you
spent on this ability.
Your familiar's AC increases by 1 for every 5 mana spent on this ability + your proficiency
modifier.
For every 10 mana you spend on this ability, increase the size of your familiar by 1.
Your familiar follows all other rules of a typical familiar. However, should it remain summoned
after 1 hour, its summoner takes 1 level of exhaustion, and continues to take an additional level
of exhaustion for each additional hour that this familiar remains summoned. A creature who
dies from exhaustion in this way cannot be revived and instead turns into a tiny gemstone that
contains the “Find Familiar” spell.
Additionally, this summoned familiar gains the following abilities listed below, based on how
much mana was spent on this ability. (See Below).
Abilities gained by your familiar from the list below, include all additional abilities above them
that required less mana:
-​ 10 mana: This summon gains the extra attack feature, allowing it to make 1 additional
attack per turn. Additionally it gains your choice of either a Slam, Slash or Stab ability.
Each deal 1d10 + its Strength or Dexterity Modifier + your Proficiency Bonus damage.
The damage type is either Bludgeoning, Slashing or Piercing damage respectfully, and is
considered magical.
For every additional 10 points of mana spent in this Mystic Art, increase this damage by
1d10.
-​ 20 mana: Your familiar's movement speed is doubled and it can teleport a distance
equal to its movement speed as a bonus action. When it does so it can carry 1
additional willing and adjacent creature with it.
-​ 30 mana: This familiar is now considered a mount and can carry up to 2 medium or
smaller willing creatures. Your familiar also gains 1 additional attack per turn.
Additionally, you may choose a damage type from the list below, and have your familiar
become immune to that damage type:
Acid, Cold, Fire, Lightning, Necrotic, Poison or Thunder.
At any time, should you choose, you can change any of the damage dealt by your
familiar, to this damage type instead.
Lastly, whenever your familiar is dealt damage by a melee attack, the attacker takes 5
damage of this familiar's associated damage type.
-​ 40 mana: The range of this creature's melee attack increases by 10ft and it now deals
double damage to objects and constructs. Alongside this it can carry up to 2 additional
adjacent creatures with it when it uses its teleportation ability.
Lastly, it can now carry up to 6 medium or smaller willing creatures.
-​ 50 mana: This creature can now move through other creature's spaces as well as any
material no thicker than 1 ft, or objects/constructs that are huge or smaller. When this
familiar does so, the creature(s), material, object or construct must make a Dexterity
Saving throw against your spell DC or take 3d10 bludgeoning damage. A creature,
material, object or construct forced to make a dexterity save in this way, cannot be made
to do so again until the start of the familiar's next turn.
Lastly, this familiar can now carry up to 10 medium or smaller willing creatures.


Mystic Art: Life
All creatures of your choosing, within a 30ft radius of you regain hit points equal to twice the
amount of mana you used up when activating this mystic art.
This ability grants additional effects based on how much mana was spent to use it. See
additional effects below.
Effects listed below include all additional effects above them that required less mana:
-​ 10 mana: Any creatures of your choice, within this ability’s healing aura, gain an
additional 10ft of movement speed until the end of your next turn.
-​ 20 mana: Any creatures of your choice, within this ability’s healing aura, who are
suffering one or more negative conditions, may end one of those conditions
-​ 30 mana: Any creatures of your choice, within this ability’s healing aura, who are cursed,
may end one curse affecting them.
-​ 40 mana: Any creatures of your choice, within this ability’s healing aura who have lost
limbs or who have suffered any other physical traumas within the last minute, are
restored to their original state; missing limbs regenerate, scarred tissue is healed etc.
-​ 50 mana: Any creatures of your choosing within this ability's healing radius who have
died within the last minute, return to life with 10 hit points, and 1 level of exhaustion.

Mystic Art: Light


When you activate this ability, all creatures of your choosing, within a 30ft radius, gain your
“Blessing” for the next hour. Any creatures with this Blessing gain a +1 to all attack rolls, saving
throws and ability checks for each other creature within 5ft of them who also has your Blessing.
Creatures with your Blessing gain additional benefits, based on how much mana was spent to
use this ability. See additional effects below.
Effects listed below include all previous effects above them that required less mana:
-​ 10 mana: If a creature has your Blessing, they gain an additional 10ft of movement
speed for each additional creature adjacent to them, with this blessing at the start of their
turn.
-​ 20 mana: If a creature with your Blessing deals damage, they deal an additional 1d4
radiant damage for each creature adjacent to them with your blessing.
-​ 30 mana: Any creature with your Blessing can spend their bonus action to teleport up to
30ft towards another creature with your Blessing.
-​ 40 mana: If a creature with your blessing is attacked, any creatures adjacent to them
can spend their reaction to increase that creature's AC by 2.
-​ 50 mana: Once per turn, a creature with your Blessing may reroll one dice roll they
dislike, but must use the new result.

Mystic Art: Nul


You create a permanent area of dead magic within a Xft radius around you, where X is equal to
the amount of mana you used up when activating this ability. You may also use this ability as a
reaction instead of an action. Doing so can counter any spell being cast at that moment.
This ability grants additional effects based on how much mana was spent to use it. See
additional effects below.
Effects listed below include all additional effects above them that required less mana:
-​ 10 mana: One creature of your choice along with any magical items within their
possession are unaffected by this area of dead magic.
-​ 20 mana: One additional creature of your choice along with any magical items within
their possession are unaffected by this area of dead magic.
-​ 30 mana: One additional creature of your choice along with any magical items within
their possession are unaffected by this area of dead magic.
-​ 40 mana: One magical item within this ability’s radius turns to ash and permanently
loses all of its magical abilities.
-​ 50 mana: All magical items within this ability’s radius are instantly destroyed. Any items
held by creatures chosen to be unaffected by this area of dead magic, are also
unaffected.

Mystic Art: Blood


When you activate this ability, all other creatures of your choosing within 30ft of you must make
a constitution saving throw against your spell DC. On a failed saving throw, they take necrotic
damage equal to the amount of mana you spent when activating this ability. You or one
creature of your choice, then regains hit points equal to the amount of mana you spent when
activating this ability. Additionally, any creatures who failed their saving throw against this
ability, gain any of the following negative abilities listed below based on how much mana was
spent on this ability. (See Below).
Effects listed below include all additional effects above them that required less mana:
-​ 10 mana: Creatures that failed their constitution saving throw , subtract 1d4 from all
saving throws, ability checks and attack rolls they make, for the next hour.
-​ 20 mana: Creatures that failed their constitution saving throw, have their movement
speed reduced by 10ft, for the next hour and cannot use reactions.
-​ 30 mana: Creatures that failed their constitution saving throw, receive an additional 2d10
necrotic damage whenever they are hit with an attack, for the next minute.
-​ 40 mana: Creatures that failed their constitution saving throw are cursed for the next
minute. All creatures cursed in this way have disadvantage on all attack rolls.
-​ 50 mana: Creatures that failed their constitution saving throw cannot regain hit points
until they take a long rest. Additionally, whenever that creature is dealt necrotic damage,
you or an ally of your choosing, within 10ft of the creature, regains hit points equal to the
amount of necrotic damage taken, so long as that creature is cursed by this ability.

Pink Nodes: Physical + Mystical

Avenger
Cost: 1 LP
There is one thing in this world you can’t stand, and that is seeing innocent people get hurt. You
will be their avenger.
Whenever a creature you can see harms an ally or innocent creature, you can spend your
reaction to subject that attacker to your avenger ability. The more crimes a creature, subjected
to your avenger ability, commits, the stronger your vengeance becomes.
Whenever you deal damage to a creature subjected to your avenger ability, you deal additional
1 point of damage to that creature. Any time that creature harms an ally or innocence while still
subject to this ability, this damage increases by 1. If a round of combat goes by where they
haven’t dealt damage to an ally or innocent creature, this damage is reduced by 1. When this
additional Avenging Damage is reduced to 0, the target is no longer subjected to your avenger
ability.

You may only have one creature affected by your avenger ability at a time. You cannot change
your avenger ability to another creature until the current creature affected by it is either reduced
to zero hit points, incapacitated in some way or until your Avenging Damage is reduced to zero.

For each point invested in this node, your Avenging Damage increases by 1 additional point of
damage any time a creature subjected to it harms an ally or innocent creature. Additionally its
starting damage bonus is also increased by 1.

You can purchase from this node, a number of times equal to your proficiency.

Bound Armoury
Cost: 1 LP
As an action, you can magically bind a weapon, piece of armour or shield to you. You may have
a number of bound items equal to twice the amount of LP invested in this node. When an item
is bound to you, you can choose to summon it to your hand or equip it from any location it exists
as a free action. Alternatively, you may dismiss it to your own personal pocket dimension as a
free action. Any items bound by you can be stored here. While wielding a weapon bound this
way, it cannot be disarmed from you, and armour or shield cannot be forcefully removed by
another, unless you wish it. Any ranged weapons bound to you in this way never need
ammunition, but instead are loaded with a magical piece of ammunition when used. However,
weapons with the reload property still need to be uploaded when necessary. Bound weapons
may still use other forms of ammunition too and do not always need to use this magical
ammunition. Any arcane ammunition fired from bound weapons disappears after 1 minute, or
after the weapon that fired it is dismissed.

Focus
Cost: 1 LP
Similarly to the Adrenaline node, this grants you a maximum Focus score equal to the amount
of LP invested.

At the end of your turn if you haven’t moved that turn your Focus goes up by 1.
Additionally, if you do not deal damage with a spell or attack on your turn your Focus goes up by
1 at the end of your turn.

Should you move or deal damage with a spell or attack your focus score will go down by 2.

Any damage you receive is reduced by your current Focus score.

You can also spend Focus as if it were mana but cannot use it to cast spells or summons
While out of combat, Focus works differently. You must concentrate for 1 minute to gather
focus, doing so will gather enough to use one ability with a mana cost equal to or less than your
maximum focus

The amount of LP invested in this node cannot exceed your level.

Fortify
Cost: 1 LP
When you purchase from this node you can choose one of the damage types below. So long as
you have 2 or more Focus, you have resistance to that type of damage.

Damage Types
-​ Slashing, Piercing & Bludgeoning (Non-Magical)
-​ Acid & Poison
-​ Fire & Cold
-​ Thunder & Lightning
-​ Necrotic
-​ Psychic
-​ Radiant

Heal
Cost: 1 LP
You can only have a number of LPs invested in this node, equal to your level.

All healing spells you cast heal 1 additional hit point for every LP spent in this node. This is
known as your Healing Modifier.
May also select 2 “Healing Gift” and/or “Support Spells” from the options below each time you
invest in this node.
Any “Support Spells” learnt this way are also added to your list of known spells.
When selecting spells, you may only choose spells with a level less than the LP invested in this
node.

Using a “Healing Gift” or “Support Spell” requires you to spend a hit dice of your own or from a
willing creature you are targeting with one of these features or spells.
The amount of hit dice needed to be spent varies and can be found in the description of each
“Healing Gift” and on the “Support Spells” table.

You may only have a creature spend a number of hit dice per turn equal to half the number of
LP invested in this node (rounded up).
Healing Gifts
-​ Healing Hands: As an action, you touch a creature to have them spend 1 or more of
their hit dice, roll it and have them gain a number of hit points equal to the result + your
healing modifier + their constitution modifier (minimum 0).
-​ Rejuvenating Touch: As an action, you touch a creature to have them spend 1 of their
hit dice in order to remove a simple condition from them. (charm, poison, frightened,
stunned).
-​ Miracle Worker: As an action, you touch a creature to have them spend 2 of their hit
dice in order to remove a complex condition from them. (Blind, Deaf, Petrified,
Polymorphed, Paralysed).
-​ Soothing Words: As a bonus action, you can choose 1 or more creatures you see and
who can see and hear you, and spend 1 of your hit dice per person chosen creature and
grant them a number of temporary hit points equal to the result rolled + your Healing
Bonus. These temporary hit points last for 1 hour.

Support Spells
Support Spells require an alchemy, medical kit or holy symbol to cast.
Support Spells have a “Hit Dice Cost”.
This is the number of hit dice that must be spent to cast this ability. If the spell targets an ally or
multiple allies, the targets of the spell must spend their hit dice to receive its benefits.
If the spell targets a non willing creature or has no target, then the caster must spend their own
hit dice in order to cast the spell.
However, these spells still need any required spell components with a gold value in order to
cast.

Spells cast with these abilities cannot be countered with counterspells or dismissed with dispel
magic.
And should the DM allow, can be considered “non-magical” effects.

Any “Support Spell” learned is added to your list of known spells and so can be cast with mana.
Additionally, any “Support Spell” can be cast with Focus.

Hit Dice cost List of Available Spells

1 Protection from Good and Evil, Bless,


Heroism, Purify Food and Drink, Sleep.

2 Aid, Blindness/Deafness, Calm Emotions,


Gentle Repose.

3 Catnap, Daylight, Feign Death, Haste, Life


Transference, Revivify, Slow, Vampiric
Touch.

4 Blight, Death Ward, Locate Creature,


Polymorph

5 Antilife Shell, Awaken, Cloudkill, Contagion,


Dawn, Dream, Greater Restoration, Raise
Dead, Reincarnate.

6 Flesh to Stone, Harm, Heal, Sunbeam, True


Seeing, Wind Walk.

Protect
Cost: 1 LP
If a creature within 10ft of you takes damage, you can choose to reduce that damage by a
number equal to the number of LP invested in this node. If you choose to do so, you take
damage equal to the amount you reduced the damage by, divided by 2 (rounded down).
For every 5 LP invested in this node, you increase its range by an additional 5ft and the number
of targets you can select with this ability per damage source. (For example: you typically can
only protect up to 1 creature with a fireball’s radius. But if 5 points are invested in this node, you
could now protect 2).

Mana Blade
Cost: 1 LP
You spend 1 mana to magically summon a melee weapon made of pure magical energy into
your hand. This weapon can take the form of any simple or martial weapon you desire. This
weapon can also be any bound weapon in your possession. Any bound weapons summoned
this way gain the same properties as any other mana blade summoned in this way in addition to
any properties they may have already had. Additionally, you may pay 1 additional mana when
you summon a bound weapon in this way to change its shape so it takes on the appearance
and properties of any simple or martial melee weapon.
Any damage dealt by a mana weapon is considered to be magical. When making attack rolls
and calculating damage with a mana weapon, you may choose to use a metal ability modifier
(Intelligence, Wisdom or Charisma) instead of Strength or Dexterity.
This weapon lasts for a number of minutes equal to the amount LP invested in this node, or until
dismissed.

-​ If you invest 3 or more LP into this node, any mana weapons you summon can also
take on the appearance of a simple ranged weapon.
-​ If you invest 5 or more LP in this node, all mana weapons you summon are considered
to be +1 magical weapons (adding a +1 to attack rolls you make with them and dealing
an additional +1 damage).
-​ If you invest 6 or more LP into this node, all mana weapons you summon can also take
on the form of a martial ranged weapon.
-​ If you invest 10 or more LP into this node, all mana weapons you summon can also take
on the form of any non magical weapon you desire and are considered to be +2 magical
weapons.

Smite
Cost: 1 LP
You gain 1 use of the smite ability, per day, for every LP invested into this node. When you hit a
creature with an attack but before you deal damage, you can expend one use of your smite
ability, to add additional damage to that attack’s damage. You can choose for this additional
damage to be fire, radiant or necrotic. The additional damage dealt is based on how much
mana you are willing to spend. See the table below for more information. Spending 1 mana
will add 1d6 + (the amount of mana spent on this smite) of additional smite damage. To add 1
additional d6 of damage you must spend additional 2 mana per additional dice, to a maximum of
5d6 per smite.
For example: adding 1d6 of smite damage costs 1 mana. Adding one additional d6 of smite
damage costs 2 more mana (in addition to the 1 previously spent), and to add a 3rd d6 of
damage you must spend an additional 2 mana again, bringing it to a total of 5 mana to add 3d6
+ 5 of smite damage.
You can only add a number of additional d6s equal to your proficiency bonus.

Smite Reference Table

Total Mana Spent Total Smite Damage Added

1 1d6 + 1

3 2d6 + 3

5 3d6 + 5

7 4d6 + 7

9 5d6 + 9

Teal Nodes: Mystical + Technical

Arcane Strikes
Cost: 2 LP
When you purchase from this node, choose a weapon tag/trait (versatile, light, two handed) or
you can choose unarmed attacks. When you deal damage with a weapon with that tag, or an
unarmed attack, (if you choose this option) it is considered to be magical in nature. Whenever
you make an attack you can spend 1-3 mana to have it deal twice that much additional damage.
Jutsu
Cost: 1 LP
Jutsus are simple magical techniques focused on illusion and trickery, ideal for manipulating the
encounters in your favour. When you purchase from this node, you may choose 2 jutsu to add
to your collection. Each jutsu typically costs 1 mana and 1 stamina to perform.
Substitution
When a creature makes an attack against you, you can spend 1 mana and 1 stamina as a
reaction to increase your AC by 4. If the attack misses you, it instead hits a random item from
your inventory that you leave behind and you appear in a different location of your choosing that
you can see within 10ft of where you were attacked.
Shadow Step
You can spend 1 stamina and 1 mana to teleport to a place you can see within 30ft of you that is
in dim light or darkness. You can spend your reaction to do this whenever a creature moves
closer to you or as a bonus action.
Waterstrider
You can spend 1 mana and 1 stamina to give yourself the ability to walk on water for 1 minute.
You can do this as a reaction whenever you touch a body of water or as a bonus action. You
cannot use this ability while submerged in water.
Wallrider
You can spend 1 mana and 1 stamina as part of a movement action to give yourself the ability to
move along vertical surfaces for 1 minute. Whenever you fall you can spend your reaction to
use this ability to cling to a surface within 5ft of you or as a bonus action.
Vanish
As a bonus action or reaction to someone looking for you, you spend 1 mana and 1 stamina to
gain the benefits of the pass without a trace spell. This is not considered to be a spell.
Smokebomb
As a bonus action or reaction to a creature approaching you or an ally, you spend 1 mana and 1
stamina to cast fog cloud but it is not considered a magical effect.
Oilspill
As a bonus action or reaction to seeing a creature move, you spend 1 mana and 1 stamina to
cast grease, but it is not considered a magical effect.
Infiltrate
As a bonus action, you can spend 1 mana and 1 stamina to change your appearance for 1 hour.
Your voice and physical appearance resemble a humanoid you have seen within the last 24
hours. If you make an attack or cast a spell the disguise disappears.
Shadow Clone
As a bonus action, you can spend 1 mana and 1 stamina to create an illusionary duplicate of
yourself up to 10ft away in a space you can see. When you do so, you can choose to
immediately swap places with the duplicate so they are where you are and you are where the
duplicate appeared.

When you do this your clone always takes its turn after you.
The duplicate shares the same AC as you but only has 1 hit point. It shares your speed, ability
scores, proficiencies and saving throws, but it cannot cast spells or make attacks. It can,
however, make a non-spell attack if you forgo your action on your turn to attack through your
duplicate but it can only ever deal 1 point of damage, whenever it deals damage.

Otherwise you may only have a number of duplicates active at any one time equal to your
proficiency bonus and having any duplicates active requires concentration. Should you lose
concentration, all duplicates are dispelled.

Mimicry
As a bonus action or reaction (when you hear a sound or see a mannerism or gesture) , you can
spend 1 mana and 1 stamina to mimic a sound, mannerism, or gesture that you’ve experienced.
Alternatively you can spend 1 hour to mimic an individual's handwriting, a piece of art or short
musical performance, so long as you have it with you as a reference, and also have the correct
tools needed to complete such a task. When you do this, you cannot use this ability again until
the end of a long rest. After doing so, you will not be able to recreate the same effects again,
without said reference and without the time to do so.
Trap
As a bonus action, you can spend 1 mana and 1 stamina to lay a hidden trap on a 5x5ft space
adjacent to you. When you do you make a stealth check, this trap cannot be seen and no one
noticed you laying it if they have a passive perception is lower than the rolled stealth check.
A creature who steps on this trap destroys it but has their movement speed reduced to 0.
You may only have one active trap at any one time, and a laid trap is automatically destroyed
after 1 hour
Wallrun
As part of your movement action, you can spend 1 mana and 1 to gain a climbing speed equal
to your movement speed until the end of your turn.
Illusion
As a bonus action or reaction to someone looking at an object in your possession, you can
spend 1 mana and 1 to have the object appear as something else of a similar size. This illusion
lasts for 1 minute or until someone else touches the object. You may only have one of these
illusions active at one time. A creature can make a contested investigation check vs your
deception to see past the illusion.

Primal Strike
Cost: 1 LP
When you purchase from this node, you may choose 3 damage types from the “Common
Strikes” below, or 1 damage type from the “Expert Strikes” list below. Any chosen damage
types are added to a list of known strikes.
If you have purchased from this node, you have the ability to spend a bonus action and 1 mana
to change the damage type made by any weapon you have, to any of the damage types from
your “Strikes Known” list. The effects of this ability last until you sheath your weapon, change its
damage type to a different damage type, stop wielding your weapon for longer than 10 seconds,
or fall unconscious.
Common Strikes
-​ Fire
-​ Cold
-​ Lighting
-​ Thunder
-​ Acid
-​ Poison

Expert Strikes
-​ Psychic. Additionally if you deal damage to a creature with 20 or more intelligence, with
this Strike, the damage is doubled.
-​ Radiant. Additionally if you deal damage to undead or fiend creatures, with this Strike,
the damage is doubled.
-​ Necrotic. Additionally if you deal damage to a plant or celestial creatures, with this
Strike, the damage is doubled.
-​ Force.

Shape Change
Cost: 1 LP
When you purchase from this node, you choose 1 beast type creature of CR 1/4 or lower, and
add it to your list of “Shape Changes”. As an action, by spending 1 stamina and 2 mana you
can transform into any creature listed in your “shape changes” list. This transformation lasts for
10 minutes.
While you are transformed, the following rules apply:

-​ Your game statistics are replaced by the statistics of the creature you changed into, but
you retain your 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 as you and the bonus in its stat block
is higher than yours, use the creature's bonus instead of yours. If the creature has any
legendary or lair actions, you can't use them.
-​ When you transform, you assume the creature's hit points and Hit Dice. When you revert
to your normal form, you return to the number of hit points you had before you
transformed. However, if you revert as a result of dropping to 0 hit points, any excess
damage carries over to your normal form, For example, if you take 10 damage in animal
form and have only 1 hit point left, you revert and take 9 damage. As long as the excess
damage doesn't reduce your normal form to 0 hit points, you aren't knocked
unconscious.
-​ You retain the benefit of any features from your class, race, or other source and can use
them if the new form is physically capable of doing so. However, you can't use any of
your special senses, such as darkvision, unless your new form also has that sense.
-​ You choose whether your equipment falls to the ground in your space, merges into your
new form, or is worn by it.
When you have invested 2 LP or more into this node, you have the option to add up to 2
humanoids you have seen to your “shape change” list, instead of choosing a beast. However,
when you shapechange into this humanoid, you retain all of your statistics and do not gain any
of the creature’s that you turned into. Only your physical appearance changes as does your
voice to resemble them.
When you have invested 3 LP into this node, you can now choose from CR ½ beasts to shape
change into.
When you have invested 5 or more LP into this node, you can now shape change as a bonus
action instead of spending an action to do so. Additionally you can now choose beasts to shape
change into that are equal to half of your level.
When you have invested 6 or more LP into this node, the shape change ability now costs 1
less mana.
When you have invested 7 or more LP into this node, you can now select 3 beasts to shape
change into instead of 1, when spending LP in this node.
When you have invested 10 or more LP into this node, you can now choose from elementals
as well as beasts to shape change into.

Spellbroken
Cost: 2 LP
When you purchase from this node, some arcane spark ignites within you. Mana that flowed
through you, now becomes one with your body, and you hunger for more. The power of this
node gets stronger each time you purchase from it.
●​ 1st purchase (Spelleater): Whenever you are targeted by or subjected to a harmful
spell, you can make a Constitution Saving Throw as a reaction (DC: 10 + the spell’s level
- number of purchases from this node). If you succeed, you gain mana equal to the
spell’s level.
●​ 2nd purchase: You gain advantage on saving throws against magical effects.
●​ 3rd purchase: When you use your Spelleater feature you can choose to spend 2 mana
to negate the spell’s effects, as if you cast counterspell, at 1st level. (Using your
constitution as your spellcasting ability). However, you are unable to use this ability if the
mana used for that spell exceeds your mana pool maximum.
●​ 4th purchase: Any time you counter a spell successfully, or do so with the ability above,
you regain mana equal to the spell’s level. Additionally, you can add that countered spell
to the list of spells you know.
●​ 5th purchase (Spellbroken Form): If ever you regain mana from a spellbroken ability,
and you are not missing any mana, or the amount of mana gained would bring you to a
total higher than your maximum mana score, you change into a “Spellbroken Form”.
You may choose to transform into either a beast, crystal or soul form. When this
happens, your spellcasting ability score becomes 5 and you can no longer concentrate
on spells while in this form. However, you can still cast spells. Your Spellbroken form
lasts for 1 minute, and when it ends you gain 1 level of exhaustion, and the amount of
mana you have left in your mana pool is halved.
Once you transform into a “Spellbroken Form” for the first time, you will only be
able to transform into the form you first picked (beast, crystal, soul), from now on.
So choose wisely.

Beast Form
Your body begins to swell under the ever building pressure of magical force that whirlpools
inside of you. Every fibre of muscle in your body fills with arcane energy causing your body to
grow to twice its size. This magical energy can also cause a whole series of strange mutations
from sprouting horns, scales or claws to your hair growing out or falling out entirely. As your
mind becomes clouded your body becomes that of a beast.
Your strength score increases by 5 (to a maximum of 25).
Additionally, while in this form you get advantage on all Strength based saving throws and ability
checks. You also take half damage from all non-magical bludgeoning, piercing, and slashing
damage. You also count as one size larger and can carry twice your carrying capacity.
Lastly, whenever you make an melee attack as an action, you can make 1 additional melee
attack, and your unarmed attacks deal an additional 1d8 of one of the following damage types:
-​ Fire
-​ Cold
-​ Lighting
-​ Thunder
-​ Acid
-​ Poison

Crystal Form
Unable to contain the arcane energy within you it bursts from your body and begins to
crystallise, turning your flesh, bone and mind into solid crystal. The transmutation of the body to
gemstone leaves you in a sorry state when the transformation eventually ends. However, during
this transformation you have never felt so invincible. However even after returning to your
original form your body still left partly changed. Fragments of crystal still remain
inside and out of your flesh and bone leaving you with small remnants of the power you once
possessed.
Whenever you transform into your crystal form, increase your AC by 5. Additionally, while in this
form you get advantage on all Constitution based saving throws and ability checks. You also
take half damage from all non-magical piercing, and slashing damage. You also gain a
vulnerability to thunder damage but become resistant to psychic damage.
From now on, whenever you are not in your spellbroken form, your natural AC increases by 1.

Soul Form
The magical force within you begins to fuse with your very soul and begins to shed your
physical body like an unwanted chrysalis. While in this spiritual form made of pure arcane
energy, the very air around you begins to swirl, with you at its centre. You now exist in three
places at once; the material plane, the ethereal realm and within the very weave of magic itself.
Upon returning to your original form, the arcane energy around you tries to piece back together
and regenerate the body that once was, leaving you born anew after every transformation.
Whenever you transform into your soul form, increase your Dexterity score by 5 (to a maximum
of 25). Additionally, while in this form you get advantage on all Dexterity based saving throws
and ability checks. You weigh no more than a single pound. You also take half damage from all
non-magical bludgeoning, piercing, and slashing damage.
During your turn, while in your soul form, you can use your movement action to teleport to any
space you can see, up to your speed. When you do this you enter into, and move through, the
ethereal plane before reappearing in the space you chose to “teleport” to. To anyone without the
ability to see into the ethereal plane, it looks like you teleported.

Yellow Nodes: Technical + Physical

Combat Focus
Cost: 1 LP
When you purchase from this node, you select a combat focus from the list below. You may
only have one combat focus active at any one time. During a long rest, or any time you level
up, you may swap out your current combat focus for another combat focus that you know.

●​ Archery: You add +2 to all attack rolls made with ranged weapons
●​ Blind Fighting: You have 10ft of blindsight.
●​ Defence: While wearing armour you have a +1 bonus to your AC. If wearing a shield,
you can also add your shield’s AC bonus to all dexterity saving throws you make against
harmful effects.
●​ Duelist: While wielding a melee weapon in one hand and wielding no other weapons,
when you are attacked, you can choose to parry the attack as a reaction, increasing your
AC by 2, until the end of that turn.
●​ Great Weapon Fighting: When you roll a 1 or a 2 on a damage die with an attack you
made with a melee weapon that you are wielding with 2 hands, you can reroll the die but
you must use the new roll you get.
●​ Guardian: While wearing a shield, if a creature makes an attack that you can see,
against a target within 5ft of you, or if you are within 5ft of the attack’s trajectory, you can
spend your reaction to reduce the damage by 1d8 + your shield’s armour bonus + your
proficiency.
●​ Throwing Style: Drawing and throwing a weapon can all be done in the same attack
action. When you make an attack with a thrown weapon, that weapon deals +2
additional damage. Additionally, you can throw all weapons that do not have the heavy
property, up to a number of feet equal to 10 times your strength modifier. Attacks made
by throwing weapons that do not have the thrown property, are made at disadvantage.
●​ Two-Weapon Style: You ignore the need for weapons that require the light property, in
order to engage in two-weapon fighting. Additionally, when you engage in two weapon
fighting, you can add your ability modifier to the damage of the second attack. Lastly, if
ever you take the dodge action while dual wielding, you can add an additional +1 to your
AC when you do.
●​ Unarmed Fighting: You can choose to use your dexterity or strength modifier when
making unarmed attacks. Your unarmed strikes can now deal bludgeoning damage
equal to 1d8 + your Strength or Dexterity modifier on a hit. If you aren't wielding any
weapons or a shield when you make the attack roll, the d8 becomes a d10. Unarmed
attacks you make against creatures grappled by you instead also use a 1d10 for
damage, instead of 1d8.
●​ Point Blank Shooter: You do not have disadvantage against creatures within 5ft of
you, when making an attack with a ranged weapon. Your ranged weapon attacks also
ignore half cover and three-quarters cover, so long as the target is still within 30ft of you.
You gain +1 to all ranged attack rolls against creatures within 30ft of you.
●​ Sea Monkey Style: As long as you’re not wearing armour you gain a climbing and
swimming speed equal to your movement speed. Additionally, you can use the dodge
roll flourish as a bonus action each turn, without spending stamina.

Evasion
Cost: 4 LP (Requirement: Must have at least 14 Dexterity)
When you purchase from this node, you gain the evasion ability. So long as you are not
wearing heavy armour, 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.

Extra Attack
Cost: 4 LP (Requirement: Level 5 or higher)
When you purchase from this node, you gain the Extra Attack Feature. When you make an
attack as an action, you can make one additional attack.
You cannot purchase from this node again until you reach 10th level. If you purchase from this
node a second time, you can now make one more additional attack when you use the extra
attack feature.
After purchasing from this node for a second time, you cannot purchase from it again until you
reach 15th level. If you purchase from this node a third time, you can now make one more
additional attack when you use the extra attack feature.
After purchasing from this node for a third time, you cannot purchase from it again until you
reach 20th level. If you purchase from this node a third time, you can now make one more
additional attack when you use the extra attack feature.

The LP cost of this node increases by 2 each time you purchase from this node. (1st purchase
costs 4LP, 2nd purchase costs 6LP, 3rd purchase costs 8LP and 4th purchase costs 10LP).

Grapple Move
Cost: 1 LP
When you successfully grapple a target creature, you can spend 1 stamina point to lock them
into a specific type of grapple, using one of the grapple moves you know. When you purchase
from this node you learn 2 grapple moves from the list below.

-​ Choke Hold: A creature grappled by you, with this grapple move, takes 1d6 bludgeoning
damage at the start of each of your turns and cannot speak.
-​ Meatshield: While a creature is grappled by you, with this grapple move, any time you
would take damage from an attack, you can spend your reaction to have this grappled
creature take half as much of that damage, unless that attack comes from the Magic
Missile spell.
-​ Grab & Toss: When a creature is grappled by you, with this grapple move, you can
immediately toss that creature a number of feet equal to 10 + your athletics modifier. For
each size larger the creature is than you, this distance decreases by 5ft. For every size
category smaller the creature is than you, this distance is increased by 5ft.
-​ RKO: When a creature is grappled by you, with this grapple move, you immediately
move that creature behind you. When you do, that creature falls prone and takes
damage equal to your strength modifier.
-​ Floored: While a creature is grappled by you, with this grapple move, you and that
creature both fall prone and remain prone until this grapple ends.
-​ Nerve Pinch: When a creature is first grappled by you, with this grapple move, they
become stunned until the start of their next turn.
-​ Hostage Hold: When a creature grappled by you, with this grapple move, breaks free
from your grapple, you can spend your reaction to make an attack against that creature.
This attack is made with advantage and the number needed to roll a critical hit is lowered
by 1.
-​ Reversal: When you are grappled, you can spend 2 stamina to end the grapple as an
action and then immediately make a grapple against the target who was grappling you.
If you grapple them successfully, you may turn that grapple into any grapple move you
know, without spending stamina to do so.

Everytime you purchase from this node, the size category of creature you are able to grapple
increases by 1. If you grapple a creature that is larger than you, you must spend a number of
stamina points equal to how many sizes larger this creature is to you, in order to grapple it.

Natural Defence
Cost: 3 LP
When you purchase from this node, you decide where your natural defences come from:
Constitution (enduring attacks), Intelligence (calculating incoming attacks) or Wisdom (reading
enemies movements and predicting their attacks).
Once you have done so, you can increase your natural defence by the modifier of that ability, so
long as you are not wearing armour or wielding a shield. Your Natural Defence is the AC score
you have while not wearing armour is typically 10 + your dexterity modifier. In this case, you
may now also add the modifier of the chosen ability to this base AC.
You can purchase from this node an additional time once you reach 5th, 10th and 15th level, but
the cost of this node will increase by 3 each time you purchase from it. (1st purchase costs 3LP,
2nd purchase costs 6LP, 3rd purchase costs 9LP) You cannot purchase from this node more
than 3 times. Each time you purchase from this node, you may choose an additional ability
modifier that you have not previously chosen to add to your natural defence AC alongside any
of the other previously purchased abilities.

Stance
Cost: 1 LP
When you purchase from this node, you may choose 1 stance from the list below. You can
spend 1 stamina and your bonus action to assume a stance, and continue to remain in this
stance for 1 minute, or until you either change stances, dismiss your stance as a free action, or
you fall unconscious.

●​ Bounding Elk Stance: Your movement speed is increased by 10ft and so long as you
have moved on your turn, you gain a +2 bonus to all dexterity saving throws until the
start of your next turn.
●​ Charging Bull Stance: After moving 20ft or more on your turn, all melee attacks you
make after that deal an additional 2 damage and can push that creature 5ft.
●​ Defending Tortoise Stance: So long as you don’t move on your turn, you gain a +2
bonus to your AC.
●​ Fearful Bunny Stance: As a reaction you can move up to half of your movement
speed.
●​ Flanking Wolf Stance: You gain a +1 to attack rolls for each ally adjacent to a creature
that you are attacking.
●​ Grappling Serpent Stance: Whenever you make a successful melee attack against a
creature, you can attempt to grapple it.
●​ Patient Heron Stance: Whenever a creature comes within 5ft of you, you can make a
melee attack roll against them as a reaction.
Licence


OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast,
LLC. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or
other form in which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, Spells, enchantments, personalities,
teams, personas, likenesses and Special abilities; places, locations, environments, creatures,
Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the OPEN Game Content; (f)
“Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor
to Identify itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
“You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License itself. No other terms or
Conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original Creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a Challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions
of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

PRODUCT IDENTITY​
The following items are designated Product Identity, as defined in Section 1(e) of the Open
Gaming License Version 1.0a and are subject to the conditions set forth in Section 7 of the
Open Gaming License, and are not Open Content:
All trademarks, registered trademarks, propernames, dialogue, plots, storylines, locations,
characters, artworks, and trade dress. (Elements that have previously been designated as Open
Game Content are not included in this declaration.)

OPEN GAMING CONTENT


All content from the System Reference Document 5.1 is Open Game Content as described in
Section 1(d) of the License. No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without permission.

You might also like