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Vol II Subclasses

The document outlines various subclasses for a role-playing game, including unique abilities and features for classes such as Barbarian, Bard, Cleric, Druid, Fighter, and Monk. Each subclass has distinct powers and mechanics that enhance gameplay, focusing on themes like strength, teaching, destruction, energy manipulation, rebellion, and defense. The subclasses provide players with a range of options to customize their characters and enhance their abilities in the game.

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0% found this document useful (0 votes)
9 views28 pages

Vol II Subclasses

The document outlines various subclasses for a role-playing game, including unique abilities and features for classes such as Barbarian, Bard, Cleric, Druid, Fighter, and Monk. Each subclass has distinct powers and mechanics that enhance gameplay, focusing on themes like strength, teaching, destruction, energy manipulation, rebellion, and defense. The subclasses provide players with a range of options to customize their characters and enhance their abilities in the game.

Uploaded by

Dancing Flames
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
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Vol II Subclasses

Barbarian - The Limitless


Bard - The Teacher
Cleric - Destruction Domain
Druid - Circle of Might
Fighter - Rebel Warrior
Monk - Way of the Champion, Way of Experience
Paladin - Oath of Pride , Oath of Trust
Ranger - Energy Warden
Rogue - Temporal Hitman
Sorcerer - Kaiju
Warlock - Ancient
Barbarian
Path of the Limitless
( Created by Edcetera )

Barbarians who follow the Path of the Limitless find themselves capable of anything, their wrath and
their might is endless. An ocean of strength that only grows larger the longer they remain in a fury.
But the body can only handle so much. These Barbarians wield unspeakable power, but to gain it is to
also fight against a body that can't contain it.

Infinite Strength
When you choose this Path at 3rd level, your Rage grows ever stronger the longer you maintain it. At
the start of each of your turns while Raging, you gain a +1 bonus to damage rolls using Strength until
your Rage ends. This bonus stacks with itself. If you start your turn with a bonus to damage from this
feature higher than your Constitution modifier, you immediately lose all your current benefits from
this feature and take Force damage equal to twice your level. This damage can not be reduced in any
way.

Powered Shell
Starting at 6th level, while you have a +3 or higher bonus to damage from your Infinite Strength
feature, ranged attacks have disadvantage against you as a barrier of energy (in a color of your
choosing) begins to surround you.

Exploding Power
Beginning at 10th level, the never ending strength within you is no longer content to just shred your
body apart, but now explodes outward. When you take damage due to your Infinite Strength feature,
creatures within 10 feet of you must make a Constitution Saving Throw (DC: 8 + your proficiency
bonus + your constitution modifier) or take Force damage equal to twice your Constitution modifier.

Resilient Body
At 14th level, your body has not completely learned to handle your power, but it is growing more
durable. When You take damage from Infinite Strength, the damage is now instead just your level.
Bard
The Teacher
( Created by Edcetera )

Bards who follow the College of Teaching take pupils and disciples and mentor them in many
different aspects of life. Some teach them how to fight, others teach them everyday skills, and others
focus on philosophy. These Bards are strongest through their students, rather than themselves.

Imparted Knowledge
When you choose this tradition at 3rd level, you learn to impart some of your magical knowledge onto
other creatures. By spending 1 hour teaching a number of creatures equal to your Charisma modifier
(minimum of 1.) they learn one Bard cantrip that you know. They can cast this cantrip a number of
times equal to your Proficiency Bonus before they lose the ability to do so. This teaching can be done
over the course of a long rest. A creature retains the ability to cast the cantrip until they use it a
number of times equal to your ProficiencyBonus, they complete a long rest, or you use this feature
again.

Words of Wisdom
Also at 3rd level, whenever a creature uses your Bardic Inspiration die, they may roll the die again and
take either result. When they do so, they also gain Temporary Hit Points equal to the result of the die
they didn't take. Advice of the Mentor Starting at 6th level, when a creature uses their Bardic
Inspiration Die, they may add your Charisma modifier to the result. This can be done three times per
long rest.

Endless Knowledge
At 6th level, when you use Imparted Knowledge on a creature, they also learn to cast one Bard spell of
first level. They can do so once at its lowest level, before they lose the ability to do so, and can't do so
this way again before they finish a long rest. At 14th level, this can be a spell of first or second level.

Student's Persistence
Beginning at 14th level, while a creature has temporary hit points from your Words of Wisdom feature,
they have resistance to all damage. Additionally, the creature gains temporary hit points equal to the
combined total of the two rolls, rather than just the roll they didn't use.
Cleric
Destruction Domain
( Created by Dandylover )

Clerics of the Destruction Domain are quite rare, due to the circumstances by which one encounters
Gods of Destruction and by extension Energy of Destruction. Some are desperate souls seeking a way
to stave off their own demise at the hands of a Destroyer. Others might gain the interest of an Angel
or Supreme Kai, becoming privy to the Celestial Hierarchy. And still there are those who, for their own
twisted or warped folly, seek the Destroyer Gods themselves.

However someone does this, it is rarer still for a mortal to be chosen as a Cleric of Destruction. Those
that do, however, instantly find themselves in the view of the multiverse as someone to take notice of.
Typically, one who serves under this domain is taken personally as a student of a Destroyer or their
Angel attendant, possibly as a God of Destruction Candidate but always serves as Agents of
Destruction. Some Destroyers do this in order to better emphasize the work they do to mortals with
firsthand experience, while others might simply use the newly empowered mortals to lighten their
workload.

As such, these Clerics tend to fall into one of two camps. Those who revel in their roles and see their
current power as a pathway to more and those who undertake the responsibility of a Destroyer with
grim resignation, understanding that for there to be Creation there must also always be Destruction.

Destruction Domain Spells

Cleric Level Spells

1st Cause Fear, Thunderous Smite

3rd Afterimage*, Shatter

5th Fireball, Spirit Saber*

7th Hellzone Grenade*, Shadow of Moil

9th Destructive Wave, Immolation


Built to Destroy
At 1st Level when you take this Domain, you are imbued with a tiny fragment of Energy of Destruction,
to nurture and grow. You gain the following benefits:
● Your Unarmed Attacks deal 1d6 Force Damage and your body is treated as a magical weapon
for all practical purposes, including overcoming resistance. This becomes 1d8 at Level 6.
● When you're not wearing Armor, your Armor Class becomes 10 + Your Strength Modifier +
Your Wisdom Modifier.

Herald of Destruction
Also at 1st Level, your reputation precedes you. Regardless of your initial level of fame, your
acquisition of Divine power has made many take notice of your power. You gain Proficiency in the
Intimidation skill. This graduates to Expertise at level 10 (you gain Expertise if you were already
proficient and become proficient in another skill if you already had Expertise. This does not become
Expertise at Level 10.) and have advantage on Intimidation Checks.

Channel Divinity: Minor Hakai


Gods of Destruction have the ability to destroy anything, and Hakai is the pinnacle of that power,
capable of erasing even spirits from existence. By channeling all their available Energy of Destruction,
Destruction Clerics are able to use a similar ability; a Minor Hakai.
As an Action you can use your Channel Divinity and one creature you can touch takes Force damage
equal to 2d12 + Half your Cleric Level. If this damage reduces a creature to 0 Hit Points, they are
erased from Existence and cannot be revived by any means, including a Wish Spell.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

Divine Strikes
At 8th level, you gain the ability to infuse your weapon strikes with Destruction Energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra
1d8 Force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Destroyer Form
At 17th Level your training and study have given you the ability to fully master Energy of Destruction.
As such, you can use it to access heights of power typically reserved for Gods of Destruction. As a
Bonus Action, you can enter Destroyer Form for 10 minutes. In this form, you gain the following
benefits:
● Your Unarmed Strikes now do 1d10 Force Damage.
● Creatures that start their turn within 5 feet of you or move within 5 feet of you take Force
Damage equal to your Strength Modifier.
● You gain Resistance to all Damage types and are Immune to Force Damage, unless it's damage
comes from another creature in Destroyer Form or a God.
● You can forego rolling Damage on 1 casting of 1 Domain Spell and instead cause it to do max
damage. You may do this once per long rest.
Druid
Circle of Might
( Created by According-Fig2235 )
Circle Spells
When you join this circle at 2nd level, you have learned the secrets of absorbing and transferring
energy. This knowledge grants you access to some spells when you reach certain levels in this class,
as shown on the Circle of Might Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against
the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the
Druid Spell List, the spell is nonetheless a druid spell for you.
Druid Level Spells

2nd Wolf Fang Fist*, Goodberry

3rd Enhance Ability, Solar Flare*

5th Plant Growth, Vampiric Touch

7th Blight, Shadow Of Moil

9th Kamehameha Wave*, Enervation

Tree of Might.
Starting at 2nd level, you've developed a type of fast growing Might Tree Seed that produces a far
weaker version of the fruit that provides a temporary but sizable boost to your physical abilities. The
unique processes that create these fruits means that only you can benefit from them.

As a bonus action on your turn, you can spend a use of our wildshape to grow and consume one of
these fruits rather than transform into a beast. Doing so grants you temporary hit points equal to four
times your druid level. When you consume the fruit, you can also choose one of the following
enhancements to gain:
Crushing You gain an immense surge in Strength for the duration, causing your Strength
Strength score to be set to a number equal to your Wisdom score, unless it's already
higher. Additionally, your unarmed strikes in this form deal 1d8 bludgeoning
damage instead of the normal damage unless it was already higher.

Fluid Dexterity You gain a sudden burst of agility and speed, causing your Dexterity score to be
set to a number equal to your Wisdom score, unless it's already higher, and
increasing your speed by 10 feet.

Fortified You're imbued with a strong and hearty vigor, causing your Constitution score to
Constitution be set to a number equal to your Wisdom score, unless it's already higher, and
granting you resistance to non magical bludgeoning, piercing, and slashing
damage.

The fruit's effects last for one hour, but ends early if you lose all the temporary HP from this feature,
or if willingly end it as a bonus action. While the fruit is active, you can change the enhancement you
gained as a bonus action on your turn, for instance changing from Strength to Dexterity or back. You
lose the effects of the previous enhancement and replace them with the new one when you do this.

Extra Attack.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn. Additionally, while using Tree of Might, you gain additional benefit depending on the
enhancement.

Crushing The damage of your unarmed strikes now counts as magical and your carrying
Strength capacity doubles.

Fluid Dexterity Opportunity attacks against you now have disadvantage.

Fortified When you take the attack action, you can replace one of your attacks with the
Constitution casting of a cantrip.
Mastery of Nature
Starting at 10th level, you have refined the power of your might tree fruits to push their
enhancements to the absolute limits. Whenever you finish a short or long rest, you can choose to
empower one of your enhancements, granting them the following benefits.

Crushing You add an additional die of damage to your unarmed strikes, and you now have
Strength advantage on all Strength checks and saving throws.

Fluid Dexterity Your speed doubles, and creatures cannot make opportunity attacks against
you.

Fortified You gain immunity to the paralyzed and poisoned conditions, and are immune to
Constitution poison damage.

Overflowing Power.
Starting at 14th level, you have toughened your body enough to withstand the power of multiple fruits
at once, as a bonus action you can spend both uses of your wildshape to enter a state of limitless
power from the fruit of a might tree. While in this state you gain the following benefits.
● Your size becomes huge, and your creature type becomes plant. If you lack the space to
become huge your size does not change.
● The temporary hit points you gain are doubled.
● You gain the benefits of all three enhancements available to Tree of Might simultaneously.
● Once you use this feature you can not do so again until you finish a long rest.
Fighter
Rebel Warrior
( Created by Edcetera )

Fighters who follow the archetype of the rebellious warriors are often the kinds of people who won't
bow down before anyone, with a large independent streak. They don't necessarily have problems
working with people, but rarely will they allow themselves to be subservient. They learn to face
insurmountable odds, no matter their chances.

Reckless Persistence
When you choose this Archetype at 3rd level, you may enter into a state of neverending persistence.
Doing socosts a bonus action on your turn and lasts for a number of rounds equal to half your Fighter
level (rounded down).While in this state, at the start of each of your turns, you gain a number of
temporary hit points equal to 1d10 +your Fighter level. If you have any temporary hit points remaining
when this state ends, they go away.
You may use this feature a number of times per longest equal to your Proficiency Bonus.

Unbending Will
Beginning at 7th level, your spirit won't ever be subservient, through fear or allure. You have
advantage on saving throws against being Charmed or Frightened.

● At 1 5th level, you are immune to those conditions.

Rebellion Spear
Starting at 10th level, when you use your bonus action to enter your Reckless Persistence, you may
immediately move up to 30 feet in a straight line. This movement does not provoke opportunity
attacks, and you may move through other creatures but must end in an empty space. All creatures
you move through must make a Dexterity Saving Throw (DC: 8 + your Proficiency Bonus + your
Constitution modifier). On a failed save, they take 2d10 +your Fighter level Force damage, and half as
much on success. This can only be done twice, regardless of how many times you enter a Frenzy.

Unending Persistence
At 15th level, you have grown especially ferocious with stubborness right there with your rebellious
nature. While In a Frenzy, when you would be knocked to 0 hit points,you may use your reaction to
instead be reduced to 1 hit point. When you do so, you may make a melee weapon attack as part of
that same reaction. You may do this three times per long rest. Additionally, while you have the
Temporary hit points from Reckless Persistence, you have resistance to all damage.
Spirit Cannon
Lastly, at 18th level, you may manifest your pure willpower in the form of a beam shooting forth from
your palm. As an action on your turn while in your Reckless Persistence, you may unleash a beam of
energy centered on yourself. This beam goes forward in a 60 foot long, 15 foot wide line. All Creatures
in that line must make a Dexterity Save (DC: 8 +your Proficiency Bonus + your Constitution modifier).
On a failed save, they take a number of d8 Force damage equal to your Fighter level. On a success,
they take half as much damage. When you do this, your Reckless Persistence Automatically ends. This
can only be done once per 1d4 Long Rests.
Monk
Way of the World Champion
( Created by Lancelot2994 )

World's Strongest Defense


Starting at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 +
your Dexterity Modifier + your Charisma Modifier instead of your Unarmored Defense if higher

● Additionally you can choose to gain proficiency in one of the following skills of your choice:
Deception, Performance, or Persuasion.

Dynamite Kick
Starting at 3rd level, when you make an unarmed strike, you may announce that you will make a
Dynamite Kick. On a miss, you still manage to land the kick, however having no striking power in it, the
creature must make a Wisdom Saving Throw against your Ki DC, on a failure, they are confused for an
amount of rounds equal to your Martial Arts Die. While confused, all attacks against you are made at
advantage but all attacks against other creatures are at disadvantage for 1 minute. You can use this
feature three times per long rest.

Champion's Truth
Starting at 6th level, whenever you make a Charisma (Persuasion or Deception) Check, you may
spend 1 Ki Point to roll it at advantage.

● Additionally as an action while in combat, you may make a Charisma (Deception) Check
against a Hostile creature against their Wisdom (Insight), on a success, they gain the charmed
condition to you for 1 minute or until a creature makes an attack roll or they take damage.

Dynamite Rush
Starting at 11th level, you may have a barrage of fast punches and kicks. Spending 4 Ki, your action and
bonus action, you may make a number of unarmed attacks equal to your Wisdom and Charisma
Modifier combined. On each hit, you deal your Unarmed Damage without adding the ability modifier
to the damage. Additionally a creature must make a Wisdom Saving Throw against your Ki DC + 1 for
every two attacks that hit. On a failure, they become frightened of you for 1 minute. You may do this
an amount of times equal to half your Charisma Modifier Rounded Up
World Champion Pose!
Starting at 17th level, your presence as the World Champion has become the strongest around even
the universe! As an action, creatures of your choice within 30 feet of you must make a Wisdom Saving
Throw against your Ki DC. On a failure, they are Charmed by you, creatures with features that allows
them to auto succeed a save cannot do so normally, instead they roll at advantage
Monk
Way of Experience
( Created by Edcetera )

Monks learn through meditation, perhaps locking themselves away from the world. Through this
journey,they unlock within themselves an energy, one that is in all things from rigorous discipline.
Monks who follow the way of Experience don't quite do that. They don't learn through discipline and
detachment, but rather the opposite.Spontaneity and feeling teach them, as they learn to experience
all things fully and use that experience as wisdom for all corners of life.

Skill From Experience


You have learned from many different styles of fighting. When you use your Bonus Action for one of
the abilities granted by your Ki feature, it gains an additional benefit (as shown below):

Cobra Twist: Once per turn, when you hit a creature with one of the Unarmed Strikes
granted by your Flurry Of Blows, you may choose to grab or throw the creature.
The target must make a Strength Save, being pushed back 10 feet and knocked
prone on a fail or you may instead choose to automatically grapple them.

Afterimage While gaining the benefits of your Patient Defense feature and a creature
Strike: misses you with a melee attack, you may immediately make an Unarmed
Strike against the creature.

Hikou: When you use your Step of the Wind feature while wielding a monk weapon,
you may spin it rapidly allowing yourself to fly. You gain a flight speed equal to
your movement speed until the end of your turn. If you are still in the air when
you end your turn, you fall and take falling damage as per normal.

Omen of Experience
Beginning at 6th level, you have learned to anticipate each strike as it comes toward you, moving in a
way that most might think is instinctual. As a reaction on your turn, you may add half your Wisdom
modifier (minimum of 1.) to your Armor Class. Additionally, while you have at least 1 KiPoint, and a
creature has advantage against you, they also have disadvantage.

Thunder Shock Surprise


Starting at 11th level, you have learned to put forth a jolt of electricity into a creature when you strike
them,allowing you to halt their own experience if even for a moment. When you use Stunning Strike
on a creature,they take additional Lightning damage equal to one roll of your Martial Arts die.
MAX Power
Beginning at 17th level, you may bring out every ounce of power you have available to you. As you do
so, your body bulks up. You may spend 1 to 10 Ki Points on your turn.For each Ki Point you spend, you
deal 1d6 additional damage every time you hit with an Unarmed Strike until the end of your turn.
While you gain this bonus to damage,your size doubles in all dimensions and your weight is multiplied
by eight. Your size increases by one category (Medium to Large, for example.)
Paladin
Oath of Pride
( Created by WanderersGambit )
Arrogant, powerful, and often bitter, those who bind themselves with an Oath of Pride seek to
overwhelm all obstacles. You seek power as its own reward, as well as a means to obliterate those
who would trample your name through the dirt. Be it your honor, your reputation, or your constant
need to prove yourself, something motivates you to push yourself beyond your limits and become
stronger.

Tenets
The tenets of the Oath of Pride urge a paladin to never back down, no matter the risk.
Never Back Down. Surrendering would be a disgrace to the effort it took you to get here. Giving up is
not an option.
Overcome All Challenges. If you can't keep going until you reach the top, then what did you hope to
accomplish by starting the climb in the first place?
Keep Your Pride. When everything else has failed, when your mind and body have fallen, there is one
thing you must always maintain, and that is your sense of pride.
Destroy Your Foes. Anyone who dares stand against you clearly has no idea who they are dealing
with. Someday, even the gods themselves will learn to reckon with your power.

Oath Spells
You gain the following oath spells at the paladin levels listed.
Paladin Level Spells

3rd Level Cause Fear, Compelled Duel

5th Level Enhance Ability, Spirit Ball*

9th Level Counterspell, Thunder Step

13th Level Death Ward, Hellzone Grenade*

17th Level Destructive Wave, Kamehameha Wave*


Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Glorious Blast. When you damage a creature with a spell, you can use your Channel Divinity to cause
it to surge with burning excess ki, dealing an additional 3d8 radiant damage to the creature in addition
to the spell's damage.
Overflowing Energy. As a bonus action, you can use your Channel Divinity to empower both yourself
and your allies. You and each creature of your choice that can hear you within 30 feet of you regain a
single spell slot of the highest level you can cast or lower.

Aura of the Unyielding


Starting at 7th level, your unwavering spirit spreads to those around you. You and friendly creatures
within 10 feet of you cannot be frightened or forced to move against your will. At 18th level, the range
of this aura increases to 30 feet.

Overpowering Magic
Starting at 15th level, when you pour yourself into your spells, more power results. Your Glorious Blast
feature increases to 4d8 radiant damage, and when you use it, you may regain the spell slot used to
cast the triggering spell.

Shatter Through
At 20th level, you ascend past your limits once more, gaining the ability to release more of your power
at once. Using your action, you undergo a transformation. For 1 minute, you gain the following
benefits:
● Paladin spells you cast deal an additional 2d8 radiant damage.
● Enemy creatures within 30 feet of you have disadvantage on saving throws against your
paladin spells.
● If you would be reduced to 0 hit points (and not killed outright), you can use your reaction to
immediately regain 1 hit point.
Paladin
Oath of Trust
( Created by ASmithNamedUmbero )

The Oath of Trust is built upon the understanding that though those who you stand side-by-side with
are not your friend, you must put your trust in them to overcome a greater foe. When the chips are
down and allies are scarce, Paladins who have taken an Oath of Trust have no quarrels with taking up
arms with the scum of the world in order to do the greater good.
In most universes, Paladins of this nature are scarce but stories of a grand tournament has brought
this order into relevance within Universe 7.

Tenets of Trust

The tenets of the Oath of Trust revolve around doing what is necessary for the greater good. This
usually involves sealing pacts with low lives and criminals or true villains.

Know Your Enemy If I know my enemy’s whims and desires, I can use that against them to have them
fight by my side.
The Enemy of My Enemy Even if they’re not my friend, they’re my enemy’s enemy and that’s good
enough for me.
Keep Your Friends Close And your enemies closer so that they can’t do unnecessary harm.

Oath Spells
You gain the following oath spells at the paladin levels listed.
Paladin Level Spells

3rd Level Bless, Charm Person

5th Level Aid, Calm Emotions

9th Level Beacon of Hope, Haste

13th Level Charm Monster, Death Ward

17th Level Dominate Person, Kamehameha Wave*


Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Power of Trust: As an action, you can use your Channel Divinity to strengthen the bond between two
creatures within 30 feet of you. For the next minute, both creatures gain a bonus to their attack and
damage rolls equal to your Charisma modifier (minimum of +1).
Mutual Duty: Immediately after a creature you can see takes damage from an attack, you can use
your reaction to expand your Channel Divinity to give the creature resistance to the damage type
dealt by the attack. If the attack has multiple damage types, you choose one of them to give the
creature resistance to. For the next minute, the creature is resistant to that damage type from any
source.

Aura of Reliance
You trust that those around you will not let you down and your very power ensures that this does not
happen. When you or any allies within 10 feet of you use a transformation or ability that costs Battle
Points, the cost is reduced by an amount equal to your proficiency bonus.

Attack Formation
If an ally hits a creature within 5 feet of you, you can use your reaction to make a melee weapon
attack against that creature. Alternatively, you may also use your reaction to command a willing ally to
make a melee weapon attack against the creature.

Naive Champion
Some have seen your overwhelming trust as sickening and naive. Yet foe after foe have fell not to
your blade but to your mercy. At 20th Level you assume the form of a being people can really put
their faith in to light their way in the dark.
This transformation lasts for 1 minute and provides you with the following benefits:
● You have advantage on Charisma (Persuasion) checks.
● Your weapon attacks deal an extra 2d6 force damage. You can choose to transfer this ability to
another creature or back to yourself as a bonus action.
● You emanate an aura of calming protection in a 30-foot radius. The first time any hostile
creature enters this aura or starts its turn there, the creature must make a Wisdom saving
throw or be charmed by you for 1 minute or until it takes any damage. Attack rolls against the
charmed creature have
Ranger
Energy Warden
( Created by Edcetera )

You have always been aware of a pool of energy within yourself. Or perhaps you discovered it in a
moment of desperation. But you have learned to use that energy to protect others, a defense to those
who can't protect themselves. You create barriers for offense and defense. Energy Warden's can often
be found in places with life in need of protection, like an animal preserve, offering their services to
them, or even running it themself.

Energy Barrier
When you choose this Archetype at 3rd level, you learn to create a shield-like barrier, which can be
formed around your attacks to enhance their power, or around yourself to defend yourself. It can be
used in one of the following ways:
● Once per turn, you may deal an additional 1d6 Forcedamage when you hit with a melee attack.
● As a reaction to taking damage, you may form the barrier, gaining resistance to that attack's
damage until the end of the current turn.

Energy Warden Magic


You learn an additional spell when you reach certain levels in this class, as shown in the Energy
Warden Spells table.
Energy Warden Magic
Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells
you know.
Ranger Spells Spells

3rd Level Armor of Agathys

5th Level Blur

9th Level Counterspell

13th Level Death Ward

17th Level Antilife Shell


Immovable Wall
Starting at 7th level, you have advantage saves against being unwillingly moved or knocked prone.
Additionally, standing up from Prone costs 5 feet of movement, rather than half your movement
speed.
● Additionally, when you hit a creature with a melee attack, you can impose disadvantage on all
attack rolls against a creature other than you. You may do this number of times per long rest
equal to your ProficiencyBonus.

Enhanced Barrier
At 11th level, your Energy Barrier has grown stronger in the following ways:
● The Force damage dealt is instead 1d8.
● When a creature within 30 feet would take damage, you may use your reaction to grant them
resistance to the attack's damage until the end of the current turn.
● When you grant a creature resistance to all damage, the creature gains a +1 bonus to their
Armor Class until the start of your turn.

Super Electric Strike


Beginning at 15th level, you have learned to create your barrier around your weapon and vibrate it and
use energy to generate mass amounts of electricity. When you hit a creature with an attack, you may
choose to deal additional d8 Lightning damage equal to half your Wisdom modifier (minimum of
1).You may deal this additional damage a number of times per long rest equal to your Proficiency
Bonus.
Rogue
Temporal Hitman
( Created by Gars )

Throughout the entire universe there exist but a very few people capable of skipping through time.
Your skills are extraordinary, imperceptible, and lethal, letting you strike true by momentarily
distorting time. Your supernatural gift lets you excel at assassinating creatures in the blink of an eye,
all with an invisible offensive.

Phantom Fist
Beginning when you choose this archetype at 3rd level, you learn how to strike with deadly precision.
You gain an additional way to use your Sneak Attack. Once per turn, you can make an unarmed strike
attack against a humanoid creature. You don't need advantage on the attack roll to use your Sneak
Attack against a creature if you are within 5 feet of it and you don't have disadvantage on the attack
roll.

Time Lag
Starting at 3rd level, you're able to subtly manipulate time in your
favor. As a reaction when you roll initiative, you can briefly slow time for a creature of your choice,
forcing the creature to reroll and use the lower result.

Time Skip
At 9th level, you can now skip through time for a tenth of a second, and in that limited time, you are
able to move freely. At the end of your turn, you can choose to use this feature to immediately take an
additional turn in which no time passes. While you are taking this extra turn, no other creature can
use their reaction. In addition, this feature ends if you move to a place more than 100 feet from the
location where you began skipping through time.
Once you have used this feature, you must finish a long rest before you can use it again.
Temporal Longevity
Beginning at 13th level, you age at a slower rate. For every 10 years that pass, your body ages only 1
year, and you are immune to being magically aged. You can still die of old age, however.

Chrono Prison
When you reach 13th level, immediately after you deal your Sneak Attack damage to a creature on
your turn, you can ensnare their movements by trapping them suspended in time. Until the end of
your next turn or until the creature takes any damage, they are
incapacitated, the creature has a speed of 0, and it can't benefit from any bonus to its speed.
You can use this feature twice, after which you cannot use it again until you have finished a short or
long rest.

Tides of Time
At 17th level, your mastery over time creates a personal subspace consisting of the time stored over
your entire existence. As a bonus action on your turn, you can take on an incorporeal form, during
which you and friendly creatures within 30 feet of you gain the following benefits:
• You don't need to breathe, eat, or drink and you no longer age. • You gain resistance to bludgeoning,
piercing, and slashing damage, and are immune to the grappled, paralyzed, stunned, and restrained
conditions.
• You can move through objects and creatures as if they were
difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is
shunted into an adjacent space within 5 feet of their original location.
This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature,
you cannot use it again until you complete a long rest.
Sorcerer
Kaiju
( Created by ASmithNamedUmbero )

World Trees, otherwise known as Kaijus, are gigantic trees on the World Core, the home of the Kais.
From these trees grow apple shaped fruit that produce the Kais that will one day be the Gods of the
Universe. Perhaps you were born from one of these fruits that dropped far from the tree, through
space and to the world you have grown up on. You may even be a descendant from a fruit born Kai.
Whatever your origins, your power descends from the Gods. Most Guardians will respect the power
within you and to outsiders who follow the faith of the Kai you are a celestial miracle...or a demonic
nightmare.

KAIJU PRESENCE
d6 Presence

1 To those who can sense divine energy, your Ki has a hint of divinity.

2 When you cast a spell, a large halo manifests behind your head.

3 You were born with pointed ears as a hint of your divine power.

4 Your hair is a shining white like that of the Kai.

5 You and those affected by your magic hear the whispers of Gods past.

6 You have a fascination with cars. 1957 Chevrolets are still in style...right?
Aspect of Divinity
At 1st level, your celestial origin has begun to grow and now manifests in pseudo divine abilities. You
gain resistance to radiant damage.
● You also gain +1 to your spell attack rolls and spell save DC.

Kai Kai
At 6th level, the most common ability of the Kais is the ability to traverse the length of the universe in
an instant. Unfortunately, you cannot do this but you can move a smaller distance in an instant
instead. As a bonus action, you can teleport up to 30 feet to an unoccupied location you can see. You
can do this a number of times equal to your proficiency bonus and you regain any expended uses on a
long rest. If you have expended all uses of Kai Kai, you can expend a spell slot of 1st level or lower to
use this feature instead.

God Ki
At 14th level, your magic grows to liken itself to that of a God's. You have advantage on Stealth rolls.
Furthermore, you are immune spells or magical effects that could be used to locate, detect or
otherwise divinate your location or features about you.

Purifying Light
At 18th level, through the power of transformation you can harness the abilities of even the Supreme
Kai. How this manifests is up to you and could be in the form of a blinding halo, an ethereal aura or
glowing pink hair.
As a bonus action, you can expend 5 sorcery points to enter a state of god-like power for 1 minute.
Doing so provides you with the following benefits:
• You gain a fly speed of 30 feet.
• Your AC increases by +2.
• You gain +1 to your spell attack rolls and spell save DC.
• At the beginning of each of your turns, you regain hit points equal to 1d6 + your Constitution
modifier.
Warlock
Ancient Saiyan
( Created by According-Fig2235 )

Your Patron is an Ancient Saiyan from the distant past of the Saiyan race. One or many of the five
Pure-Hearted Saiyans to stand up to the rest of their race alongside the Super Saiyan God Yamoshi,
before the Saiyans even moved to Planet Vegeta. Perhaps you're a Saiyan or Saiyan hybrid with a
distant blood connection to one of these Saiyans, perhaps the visage of one of them comes to you in
your dreams, or perhaps they contacted you from Otherworld to lend you strength. Talk with your DM
on how you obtained a connection to your Ancient Saiyan Patron.

Expanded Spell List


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

Ancient Saiyan Expanded Spells

Spell Level Spells

1st Heroism, Wolf Fang Fist*

2nd Afterimage*, Branding Smite

3rd Blink, Crusader's Mantle

4th Galick Gun*, Staggering Smite

5th Holy Weapon, Kamehameha Wave*


The following spells are added to the possible options for your mystic arcanum feature.
6th: Son Goku’s Magnificent Punch
7th: Soul Punisher
8th: Sunburst
9th: Spirit Bomb
Spirited Strikes.
When you gain this Patron at first level, you are blessed with the ferocious strikes of the Saiyans,
though tempered by the pure-hearted spirit of your Patron. You can use your Charisma instead of
Strength for attack and damage rolls of your unarmed strikes and you can roll a d6 in place of the
normal damage of your unarmed strikes. At the 10th level, your strikes use a d8 for damage. If you
choose Pact of The Blade as your Pact Boon, your unarmed strikes can benefit from its features.

Primordial Power.
Also at 1st level, you have furthered the connection between you and your Patron, combining the
primitive form of the saiyans with their kind heartedness. As a bonus action on your turn, you may
unleash this power. When you do so, your hair turns black regardless of what color it was before, your
pupils become yellow, a faint red rim appears around your eyes, and red-orange aura billows around
your body. While using this Primordial Power, you gain the following benefits for one minute:

Strength of Many.
Whenever you make a Strength check or a Strength saving throw, you gain a bonus to the roll equal to
your Charisma modifier.
Warrior’s Resolve.
You gain a number of temporary HP equal to 1d10+ your Warlock Level
Battle Maniac.
You are immune to the frightened condition.

You can transform this way a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Ancient Radiance
At 6th level, your patron’s powers have a profound effect on your body and magic. You gain resistance
to radiant damage.
● In addition, once during each of your turns, when you hit a creature with an attack and roll
damage against the creature, you can replace the damage type with radiant damage instead
of its normal damage type. While you are using your Primordial Power, you can roll one
additional damage die when determining the radiant damage the target takes.
Ritual's Blessing
Starting at 10th level, your Patron has gifted you with skills in cooperation and teamwork, the same
they used to perform their ancient ritual. As a reaction when you fail an ability check or saving throw,
or miss an attack roll, you may grant yourself a bonus to the roll equal to the number of allies within
30 feet of you (maximum bonus of +5). You can use this ability a number of times per long rest equal
to your proficiency bonus, regaining all uses upon completing a long rest

Trespass Into Divinity


Beginning at 14th level, your Primordial Power has grown even stronger as the connection between
you and your Patron has reached its peak. When you enter Primordial Power, you may choose to
increase the power channeled into it. When you do so, the primordial ki grows in ferocity and a
spectral tail appears on your body, and your hair and eyes change color to a vibrant godly red. You
gain the following additional benefits for the duration of the form:

● Any perception checks made to detect your battle power automatically fail unless the
creature doing so has a connection to god ki.
● You can make an additional attack with your unarmed strikes when you take the attack
action. Additionally, you can cast a warlock cantrip in place of one of your attacks.
● Whenever you deal radiant damage to a creature you ignore resistance to radiant damage and
you still deal half damage to creatures immune to radiant damage.
● You can apply the effects of Ancient Radiance to any attack you make on your turn, not just
one.

You can use this ability once, gaining the ability to do so again when you finish a long rest.

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