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Heroes

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Here there be heroes… where dragons soar and shadows gather, where ancient powers slumber and new threats arise, the call to adventure resounds. Here, legends are born in the clash of steel, the flash of spells, and the struggle between light and darkness. Choose your path. Wield your power. The world awaits its heroes.

If you’re new to Nimble, we recommend starting with the Core Rules book or choosing a pre- made hero. When you’re ready to create your own hero, this is where you’ll find them.

Berserker class features and progression.

Wrath and Ruin. The Berserker is destruction. He knows not fatigue nor caution—both surely driven away from him in a relentless fury. Those of barbaric nature are said to eat only the dust of war and drink naught but the blood of those felled by their own hand.

Death is no stranger, for it is said that even death fears to take a Berserker before his battle Rage is satiated. Once a Berserker has begun to fight, he only grows stronger, fueled by battle-lust and an unending Rage. The deadliest among them is not the well- rested, but those who are pushed to the brink through combat. It matters not what a Berserker takes up, be it axe or sword; flesh will be hewn from bone and heads from shoulders. Many have caved under the Berserker’s primal might—sword and spell are but straw in the wake of unbridled Rage. As a Berserker, you can:

  • Become a raging, damage-dealing machine. Greet death as an old friend and keep on fighting!

  • Increase your damage to unbelievable levels. The longer a fight goes on, the more your Rage intensifies, allowing you to deal out incredible amounts of brutality.

  • Use your Savage Arsenal. Choose abilities to crush your foes and laugh in the face of death!

Key Stats
STR, DEX
Hit Die
d12
Starting HP
20
Saves
STR+, INT−
Armor
None
Weapons
All STR weapons
Starting Gear
Battleaxe, Rations (meat), Rope (50 ft.)

Class features

Level 1

Rage.

(1/turn) Action: Roll a Fury Die (1d4) and set it aside. Add it to every STR attack you make. You can have a max of KEY Fury Dice; they are lost when your Rage ends.

That all you got?!

When you are attacked, you may expend 1 or more Fury Dice to reduce the damage taken by STR+DEX for each die spent.

Level 2

Intensifying Fury.

If you are Raging at the beginning of your turn, roll 1 Fury Die for free.

One with the Ancients.

(1/Safe Rest) When faced with a decision about which direction or course of action to take, you can call upon your ancestors to guide you toward the most dangerous or challenging path.

Level 3

Subclass.

Choose a Berserker subclass.

Bloodlust.

Expend 1 or more Fury Dice on your turn, move DEX spaces per die spent for free.

Level 4

Enduring Rage.

While Dying, you Rage automatically for free at the beginning of your turn, have a max of 2 actions instead of 1, and ignore the STR saves to make attacks.

Key Stat Increase.

+1 STR or DEX.

Savage Arsenal.

Choose 1 ability from the Savage Arsenal.

Level 5

Rage (2).

Whenever you Rage, gain 2 Fury Dice instead.

Secondary Stat Increase.

+1 INT or WIL.

Level 6

Savage Arsenal (2).

Choose a 2nd Savage Arsenal ability.

Intensifying Fury (2).

Your Fury Dice are now d6s.

Level 7

Subclass.

Gain your Berserker subclass feature.

Level 8

Savage Arsenal (3).

Choose a 3rd Savage Arsenal ability.

Key Stat Increase.

+1 STR or DEX.

Level 9

Intensifying Fury (3).

Your Fury Dice are now d8s.

Secondary Stat Increase.

+1 INT or WIL.

Level 10

Savage Arsenal (4).

Choose a 4th Savage Arsenal ability.

Level 11

Subclass.

Gain your Berserker subclass feature.

Level 12

Savage Arsenal (5).

Choose a 5th Savage Arsenal ability.

Key Stat Increase.

+1 STR or DEX.

Level 13

Intensifying Fury (4).

Your Fury Dice are now d10s.

Secondary Stat Increase.

+1 INT or WIL.

Level 14

Savage Arsenal (6).

Choose a 6th Savage Arsenal ability.

Level 15

Subclass.

Gain your Berserker subclass feature.

Level 16

Savage Arsenal (7).

Choose a 7th Savage Arsenal ability.

Key Stat Increase.

+1 STR or DEX.

Level 17

Intensifying Fury (5).

Your Fury Dice are now d12s.

Secondary Stat Increase.

+1 INT or WIL.

Level 18

DEEP RAGE.

Dropping to 0 HP does not cause your Rage to end.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

BOUNDLESS RAGE.

+1 to any 2 of your stats. Anytime you roll less than 6 on a Fury Die, change it to 6 instead.

Savage Arsenal

Choose Savage Arsenal abilities as you level up.

  • Death Blow.

    After you deal damage from a crit, you may expend any number of Fury Dice. Sum the dice and deal double that amount of damage.

  • Deathless Rage.

    (1/turn) While Dying, you may suffer 1 Wound to gain 1 action.

  • Eager for Battle.

    Gain advantage on Initiative. Move 2×DEX spaces for free on your first turn each encounter.

  • Into the Fray.

    Action: Leap up to 2×DEX spaces toward an enemy. If you land adjacent to at least 2 enemies, make an attack against 1 of them for free.

  • Mighty Endurance.

    You can now survive an additional 4 Wounds before death.

  • MORE BLOOD!

    Whenever an enemy crits you, gain 1 Fury Die.

  • Rampage.

    (1/turn) After you land a hit, you may treat your next attack this turn as if you rolled that same amount instead of rolling again.

  • Swift Fury.

    Whenever you gain one or more Fury Dice, move up to DEX spaces for free, ignoring difficult terrain.

  • Thunderous Steps.

    After moving at least 4 spaces while Raging, you may deal STR Bludgeoning damage to all adjacent creatures where you stop.

  • Unstoppable Force.

    While Dying and Raging, taking damage causes 1 Wound (instead of 2) and critical hits inflict 2 Wounds (instead of 3).

  • Whirlwind.

    2 actions: Attack ALL targets within your melee weapon’s reach.

  • You're Next!

    Action: While Raging, you can make a Might skill check to demoralize an enemy within Reach 12 (DC: their current HP). On a success, they immediately flee the battle.

Subclasses

Mountainheart

Level 3

Stone's Resilience.

Whenever you expend Fury Dice to reduce incoming damage, add the value of the die to the amount reduced.

Mountainous Tenacity.

Whenever you expend your Hit Dice to recover HP, for every 10 HP you would recover, you may heal 1 Wound instead.

Level 7

Unbreakable.

(1/encounter) While Raging, if you would suffer your last Wound or other negative condition of your choice, you don’t.

Level 11

Titan's Fury.

After you miss an attack or are crit by an enemy, Rage for free.

Level 15

Mountain's Endurance.

While Dying, if an attack against you would be a crit, the attack is rerolled instead (when-crit abilities, such as Titan’s Fury, still trigger).

Red Mist

Level 3

Blood Frenzy.

(1/turn) While Raging, whenever you crit or kill an enemy, change 1 Fury Die to the maximum.

Savage Awareness.

Advantage on Perception checks to notice or track down blood. Blindsight 2 while Raging: you ignore the Blinded condition and can see through darkness and Invisibility within that Range.

Level 7

Unstoppable Brutality.

While Raging, you may gain 1 Wound to reroll any attack or save.

Level 11

Opportunistic Frenzy.

While Raging, you can make opportunity attacks without disadvantage, and you may make them whenever an enemy enters your melee weapon’s reach.

Level 15

Onslaught.

While Raging, gain +2 speed. (1/round) you may move for free.

The Cheat class features and progression.

Cloak and dagger… and dagger. The common Cheat doesn’t call herself a Cheat, of course—rather, a streetsmart rogue, a survivalist, or a liberator of unused goods. They are masters of stealth, pickpocketing, and smooth talking. Some of the more vicious ilk are masters of death-dealing as well.

Cheats can be found in every city and byway under countless different names, but they all believe something similar: It’s a cruel, merciless world, and those who aim to survive don’t have time for silly things like “morals” or “honor.” Those are luxuries of the rich and powerful. Honor gets you killed—survival is about taking what you want, when you can. As The Cheat, you can:

  • Break the rules! You can change the dice you roll to whatever numbers suit you best!

  • Sneak in and backstab enemies with devastating critical hits. Taking down even huge, heavily-armored foes with a single blow!

  • Fight dirty with pocket sand, low blows, and vicious blades. When things get out of hand, disappear into the night, and live to cheat another day!

Key Stats
DEX, INT
Hit Die
d6
Starting HP
10
Saves
DEX+, WIL−
Armor
leather
Weapons
All DEX weapons
Starting Gear
2 Daggers, Sling, Cheap Hides, Chalk

Class features

Level 1

Sneak Attack.

(1/turn) When you crit, deal +1d6 damage.

Vicious Opportunist.

(1/turn) When you hit a Distracted target with a melee attack, you may change the Primary Die roll to whatever you like (changing it to the max value counts as a crit). A target is Distracted if it is adjacent to or Taunted by an ally, or if it cannot see you.

Level 2

Cheat.

You’re a well-rounded cheater. (1/round) You may either Move or Hide for free. (1/day) You may change any skill check to 10+INT. If you roll less than 10 on Initiative, you may change it to 10 instead. You may gain advantage on skill checks while playing any games, competitions, or placing wagers.

Level 3

Subclass.

Choose a Cheat subclass.

Sneak Attack (2).

Your Sneak Attack becomes 1d8.

Thieves' Cant.

You learn the secret language of rogues and scoundrels.

Level 4

Key Stat Increase.

+1 DEX or INT.

Underhanded Ability.

Choose an Underhanded Abilities.

Level 5

Twist the Blade.

Action: Change one of your Sneak Attack dice to whatever you like.

Quick Read.

(1/encounter) Gain advantage on an Assess check. (1/day) Gain advantage on an Examination check.

Secondary Stat Increase.

+1 WIL or STR.

Level 6

Underhanded Ability (2).

Choose a 2nd Underhanded Abilities.

THAT'S Not What Happened!

(1/Safe Rest) Action: After a Distracted enemy attacks you, you may change the Primary Die roll to whatever you like (changing the die to the minimum value counts as a miss).

Level 7

Subclass.

Gain your Cheat subclass feature.

Sneak Attack (3).

Your Sneak Attack becomes 2d8.

Level 8

Underhanded Ability (3).

Choose a 3rd Underhanded Abilities.

Key Stat Increase.

+1 DEX or INT.

Level 9

Sneak Attack (4).

Your Sneak Attack becomes 2d10.

Secondary Stat Increase.

+1 WIL or STR.

Level 10

Underhanded Ability (4).

Choose a 4th Underhanded Abilities.

Level 11

Subclass.

Gain your Cheat subclass feature.

Sneak Attack (5).

Your Sneak Attack becomes 2d12.

Level 12

Underhanded Ability (5).

Choose a 5th Underhanded Abilities.

Key Stat Increase.

+1 DEX or INT.

Level 13

Twist the Blade (2).

(1/turn) You can Twist the Blade for free.

Secondary Stat Increase.

+1 WIL or STR.

Level 14

Underhanded Ability (6).

Choose a 6th Underhanded Abilities.

Level 15

Subclass.

Gain your Cheat subclass feature.

Sneak Attack (6).

Your Sneak Attack becomes 2d20.

Level 16

Underhanded Ability (7).

Choose a 7th Underhanded Abilities.

Key Stat Increase.

+1 DEX or INT.

Level 17

Sneak Attack (7).

Your Sneak Attack becomes 3d20.

Secondary Stat Increase.

+1 WIL or STR.

Level 18

Underhanded Ability (8).

Choose an 8th Underhanded Abilities.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Supreme Execution.

+1 to any 2 of your stats. When you attack with a blade, you do not require targets to be Distracted to trigger Vicious Opportunist.

Underhanded Abilities

Choose Underhanded Abilities as you level up.

  • "Creative" Accounting.

    Steal up to INT actions from your next turn (Gain up to INT actions now. The next time you would gain actions, subtract the number stolen). You cannot use this 2 turns in a row.

  • Exploit Weakness.

    Action: Make a contested INT check against an enemy. If you win, you can use Vicious Opportunist against them, even if they are not Distracted. This lasts for 1 minute or until you use this ability against another target.

  • Feinting Attack.

    If you miss for the 2nd time in a single round, you may change the primary die roll to any result instead.

  • How'd YOU get here?!

    2 actions: “Teleport” up to 4 spaces away, adjacent to a Distracted target, and make a melee attack against them. If you crit, you may “teleport” again.

  • I'm Outta Here!

    When an ally within 4 spaces is crit, you may turn invisible until the end of your next turn and then move up to half your speed for free.

  • Misdirection.

    Gain INT armor. Whenever you Defend, you may halve the damage instead.

  • Steal Tempo.

    When you land a critical hit for the second time on a turn, your target loses 1 action and you gain 1 action.

  • Sunder Armor (Medium).

    Action: When you crit an enemy with medium armor, sunder their armor. Until the start of your next turn, ALL melee attacks against that target ignore its armor.

  • Sunder Armor (Heavy).

    Req. Sunder Armor (Medium). Your Sunder Armor ability now also applies to enemies wearing heavy armor.

  • Trickshot.

    When you throw a dagger, it returns back to your hand at the end of your turn. On a hit, it ricochets to another creature within 2 spaces, dealing half as much damage to them.

Subclasses

Scoundrel

Level 3

Low Blow.

When you Sneak Attack, you may spend 2 additional actions to Incapacitate your target for their next turn on a failed STR save (DC 10+INT). Save or fail, they are Taunted by you until you drop to 0 HP.

Sweet Talk.

You may gain advantage on all Influence checks with NPCs you’ve just met for the first time. This lasts until you fail an Influence check with them or until you meet a 2nd time. You have disadvantage on Influence checks with them after you use this ability (until you get back on their good side).

Level 7

Pocket Sand.

(2/encounter—you’ve got to collect more sand!) When you Defend against a melee attack, Blind the attacker until the start of their next turn and force them to reroll the attack (Blinded creatures attack with disadvantage).

Level 11

Escape Plan.

(1/Safe Rest) When you would drop to 0 HP or gain a Wound, you don’t. Instead, you turn Invisible for 1 minute or until you attack.

Level 15

Heads I Win, Tails You Lose.

(1/encounter) Attacks you make this round don’t miss, you crit on 1 less than normally needed, and you gain LVL temp HP.

Silent Blade

Level 3

Amidst All This Commotion….

If a creature dies while you Sneak Attack them, you may turn Invisible until you attack again or until the beginning of your next turn.

Leave No Trace.

Advantage on Stealth checks when you are at full health.

Level 7

Cunning Strike.

(2/encounter) When you land a Sneak Attack, you may force the target to make a STR save (DC 10+INT). On a failure, instead of rolling your Sneak Attack dice, they deal the maximum amount of damage (if your target saves, regain 1 use).

Level 11

Professional Skulker.

Gain a climbing speed and advantage on Stealth checks (replaces Leave No Trace).

Level 15

KILL.

When you crit an enemy with fewer max HP than you, it dies.

Commander class features and progression.

Soldier… Warrior… Fearless Leader. Among the most skilled soldiers in the world, Commanders are masters of every weapon and form of close combat. A small cohort of soldiers led by a trained Commander is more feared than innumerable legions without one.

An “empire” isn’t an Empire until they have their own academy of command: Famed schools where these supremely capable soldiers are trained in battlefield tactics and leadership. Commanders are defined by their:

  • Tactical Commands. Issue powerful orders to your allies, bolstering their abilities, and coordinate devastating strikes among yourselves. Command the battlefield with precision and skill, turning the tide of any battle in your favor.

  • Weapon Mastery. Exert mastery over all weapon types, wielding them with deadly efficiency. Your versatility ensures victory against any foe.

  • Strategic Leadership. Exploit your tactical prowess to outwit and outmaneuver foes, leading your party to triumph through cunning strategy and decisive action.

Key Stats
STR, INT
Hit Die
d10
Starting HP
17
Saves
STR+, DEX−
Armor
mail, shields
Weapons
All STR weapons
Starting Gear
Hand Axe, Javelins (4), Rusty Mail

Class features

Level 1

Coordinated Strike!

Gain the Coordinated Strike! Commander’s Order.

Level 2

Commander's Orders.

Choose 2 Commander’s Orders.

Field Medic.

Roll 1 additional die for any health potion you administer. Whenever you or an ally spends any number of Hit Dice to recover HP, if you spent at least ten minutes examining their wounds, they can add your Examination bonus to the HP recovered.

Level 3

Subclass.

Choose a Commander subclass.

Level 4

Fit for Any Battlefield.

Choose a Combat Tactics. When you roll Initiative, gain STR Combat Dice, each a d6. (1/attack) You may expend a Combat Die to perform a special maneuver. Combat Dice are lost when combat ends.

Key Stat Increase.

+1 STR or INT.

Level 5

Master Commander.

When you roll Initiative, regain 1 spent use of Coordinated Strike (lost if not spent during that encounter). Attacks made from your Coordinated Strikes also now ignore disadvantage.

Combat Tactics.

Your Combat Dice are now d8s.

Secondary Stat Increase.

+1 DEX or WIL.

Level 6

Fit for Any Battlefield (2).

Choose another Combat Tactics or gain +1 max Combat Dice.

Weapon Mastery.

You may sheathe a weapon and draw a different one 2×/round for free. Choose a weapon type to specialize in.

Level 7

Subclass.

Gain your Commander subclass feature.

Level 8

Fit for Any Battlefield (3).

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase.

+1 STR or INT.

Level 9

Master Commander (2).

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (2).

Your Combat Dice are now d10s.

Secondary Stat Increase.

+1 DEX or WIL.

Level 10

Fit for Any Battlefield (4).

Choose another Combat Tactics or gain +1 max Combat Dice.

Weapon Mastery (2).

Choose a 2nd weapon type to specialize in.

Level 11

Subclass.

Gain your Commander subclass feature.

Level 12

Fit for Any Battlefield (5).

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase.

+1 STR or INT.

Level 13

Master Commander (3).

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (3).

Your Combat Dice are now d12s.

Secondary Stat Increase.

+1 DEX or WIL.

Level 14

Weapon Mastery (3).

You have complete mastery of all weapon types.

Level 15

Subclass.

Gain your Commander subclass feature.

Level 16

Fit for Any Battlefield (6).

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase.

+1 STR or INT.

Level 17

Master Commander (4).

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (4).

Your Combat Dice are now d20s.

Secondary Stat Increase.

+1 DEX or WIL.

Level 18

Unparalleled Tactics.

The first time each encounter you use Coordinated Strike, an ally who can hear you also gains 1 action to use on their next turn.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Captain of Legions.

+1 to any 2 of your stats. The first time each encounter you use Coordinated Strike, EVERY ally within 12 spaces gains +1 action (replaces Unparalleled Tactics).

Commander's Orders

Choose Commander’s Orders as you level up.

  • Coordinated Strike!

    (1/round) Free action: you and an ally within 6 spaces both immediately make a weapon attack or cast a cantrip for free. You can do this INT times/Safe Rest.

  • Face Me!

    Reaction (after an ally is crit within 12 spaces): Taunt that enemy until you drop to 0 HP.

  • Hold the Line!

    (1/encounter) Reaction (when an ally drops to 0 HP): Command them to continue the fight! Set their HP to 3× your LVL.

  • I Can Do This ALL DAY!

    (1/encounter) Reaction (when you would drop to 0 HP): You may expend any number of Hit Dice and set your HP to the sum rolled instead (do not add your STR).

  • Move it! Move it!

    When you roll Initiative you may give yourself and an ally advantage on the roll and +3 speed for 1 round.

  • Reposition!

    Action/Reaction (on an ally’s turn): Command 1 ally to move up to their speed (or 2 allies up to half their speed) for free.

Combat Tactics

1/attack, you can expend a Combat Die to add one of the following effects to your attack.

  • Commanding Presence.

    Action: Shout a command up to 2 words long at an enemy. On a failed WIL save (DC 10+STR), they must spend their entire next turn obeying it to the best of their ability, provided it is not obviously harmful to themselves.

  • Heavy Strike.

    When you hit, push a Medium creature STR spaces and deal extra damage equal to a roll of your Combat Die. A Small creature is pushed twice as far; Large, pushed half as far.

  • Inerrant Strike.

    Reroll a missed attack, add 1 to the Primary Die, and deal extra damage equal to a roll of your Combat Die.

  • Lunging Strike.

    Gain +1 Reach on an attack and deal extra damage equal to 2× a roll of your Combat Die.

  • Sweeping Strike.

    2 actions: Select any contiguous area within your weapon’s Reach and damage ALL targets there. This attack does not miss on a 1.

Weapon Mastery

Choose a weapon mastery at levels 6, 10, and 14.

  • Slashing.

    Your attacks with slashing weapons cannot miss unarmored enemies.

  • Bludgeoning.

    When your primary die rolls a 7 or higher with a bludgeoning weapon, ignore Heavy Armor.

  • Piercing.

    Your attacks with piercing weapons ignore Medium Armor.

Subclasses

Bulwark

Level 3

Armor Master.

You are proficient with plate armor.

Shield Expert.

While wearing a shield, you may Defend 2× each round. The first time each round you block all of the damage from an attack, you may make an opportunity attack against the attacker for free.

Level 7

Juggernaut.

When you use Coordinated Strike, you deal extra damage equal to your armor, and you can add 1 to your primary die.

Level 11

Taunting Strike.

(1/turn) You may Taunt a creature you hit until the end of their next turn.

Level 15

Shield Wall.

Allies within 2 spaces gain ALL the benefits of the shield you have equipped.

Vanguard

Level 3

Advance!

(1/round) After you move toward an enemy, gain advantage on the first melee attack you make against it. When you use your Coordinated Strike, you and all allies within 12 spaces can first move up to half their speed for free.

Level 7

Experienced Commander.

Your Coordinated Strike may target 1 additional ally. Gain +1 use of Coordinated Strike/Safe Rest.

Level 11

Survey the Battlefield.

When you roll Initiative, regain 1 use of Coordinated Strike. +1 max Combat Dice.

Level 15

As One!

Attacks made with your Coordinated Strike also grant advantage and ignore all disadvantage. Your chosen allies gain 1 additional action to use on their next turn.

Hunter class features and progression.

Respect the forest and her children, and she will bestow upon you many gifts. Long before the first stones of the grand kingdoms had been laid, there was The Wild. We Hunters called groves and fields home, just as the elk and boar still do. We have trained our minds and hearts as much as we have trained with bows.

For, there is great danger in becoming a Hunter: the intoxicating Thrill of the Hunt that washes over your body when stalking prey. Be warned—do not allow it to settle into your heart. For no true Hunter takes without recognizing what they have first been given: a soul, a meal… warmth, all at a cost—a life. And that should not be taken lightly. Wherever you roam, be it city or glade, mountain or valley, as long as The Wild is tenderly tucked into the depths of your heart, you will always be a Hunter. May your arrows strike true and your bowstrings never break.

Hunters are:

  • Relentless Trackers. As an expert survivalist, you mark your prey, becoming a shadow in pursuit, relentless and precise.

  • Masters of the Wild. Harness the Thrill of the Hunt to outwit your targets—set decoys, spring traps, and strike with lethal efficiency.

  • Deadly from Afar or Up Close. Whether you’re raining arrows from a distance or closing in for a personal takedown, your prey won’t escape your reach.

Key Stats
DEX, WIL
Hit Die
d8
Starting HP
13
Saves
DEX+, INT−
Armor
leather
Weapons
All DEX weapons
Starting Gear
Shortbow, Cheap Hides, Dagger, Hunting Trap

Class features

Level 1

Hunter's Mark.

Action: A creature you can see is marked as your quarry for 1 day (or until you mark another creature). It can’t be hidden from you, and your attacks against it gain your choice of advantage OR +LVL damage (choose before each attack).

Forager.

Gain advantage on skill checks to find food and water in the wild.

Level 2

Thrill of the Hunt.

Choose 2 Thrill of the Hunt (TotH) abilities. Gain a charge to use these abilities during that encounter whenever your quarry dies, you hit your quarry in melee, or crit your quarry at range.

Roll & Strike.

Action: If you have no Thrill of the Hunt charges, move up to your speed toward your quarry. If you end adjacent to them, make a melee attack against them for free.

Level 3

Subclass.

Choose a Hunter subclass.

Tracker's Intuition.

You can discern the events of a past encounter by studying tracks and other subtle environmental clues, accurately determining the kind and amount of creatures, their direction, key actions, and passage of time.

Level 4

Thrill of the Hunt (2).

Choose a 3rd Thrill of the Hunt ability.

Key Stat Increase.

+1 DEX or WIL.

Explorer of the Wilds.

+2 speed; gain a climbing speed.

Level 5

Hunter's Resolve.

Whenever you have no Thrill of the Hunt charges, gain Hunter’s Resolve until the end of your turn: treat all creatures as your quarry for the purposes of movement and melee attacks.

Final Takedown.

Action: Spend 1 Thrill of the Hunt charge to make a melee attack against your Bloodied quarry. Turn it into a crit and double the damage of your Hunter’s Mark. If they survive, they crit you back.

Secondary Stat Increase.

+1 STR or INT.

Level 6

Versatile Bowmaster.

Whenever you attack with a Longbow, you may roll 2d4 instead of 1d8; or with a Crossbow, 2d8 instead of 4d4.

Thrill of the Hunt (3).

Choose a 4th Thrill of the Hunt ability.

Level 7

Subclass.

Gain your Hunter subclass feature.

Level 8

Thrill of the Hunt (4).

Choose a 5th Thrill of the Hunt ability.

Key Stat Increase.

+1 DEX or WIL.

Level 9

No Escape.

Whenever you see one or more allies make an opportunity attack, you may also make a ranged opportunity attack against the same target.

Secondary Stat Increase.

+1 STR or INT.

Level 10

Veteran Stalker.

Gain a Thrill of the Hunt charge whenever you are first Bloodied in an encounter and for every Wound you gain.

Keen Eye, Steady Hand.

Add WIL to your ranged weapon damage.

Level 11

Subclass.

Gain your Hunter subclass feature.

Level 12

Thrill of the Hunt (5).

Choose a 6th Thrill of the Hunt ability.

Key Stat Increase.

+1 DEX or WIL.

Level 13

Keen Sight.

Advantage on Perception checks.

Secondary Stat Increase.

+1 STR or INT.

Level 14

Thrill of the Hunt (6).

Choose a 7th Thrill of the Hunt ability.

Level 15

Subclass.

Gain your Hunter subclass feature.

Level 16

Key Stat Increase.

+1 DEX or WIL.

Level 17

Peerless Hunter.

You can Defend against your quarry for free.

Secondary Stat Increase.

+1 STR or INT.

Level 18

Wild Endurance.

Gain 1 Thrill of the Hunt charge at the start of your turns.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Nemesis.

+1 to any 2 of your stats. Your Hunter’s Mark can target any number of creatures simultaneously.

Thrill of the Hunt

Choose Thrill of the Hunt abilities as you level up. Each ability costs 1 charge to use and cannot miss unless otherwise noted. Unused charges are lost when combat ends.

  • Addling Arrow.

    Action: Attack with a ranged weapon. The next attack the target makes must be against the closest other creature, chosen at random.

  • Come Get Some!

    Action: Attack a target. It is Taunted by you until the end of their next turn.

  • Decoy.

    When you Defend: The attack misses instead, and you can move up to half your speed away (where you really were all along!).

  • Fleet Feet.

    Move up to your speed for free, ignoring difficult terrain.

  • Grease Trap.

    (1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Target falls Prone, is vulnerable to the next fire damage it takes, and is treated as if it is Smoldering.

  • Hail of Arrows.

    (Half range) 2 actions: Shoot all creatures within a 3×3 area. Their speed is halved until the end of their next turn.

  • Heavy Shot.

    (Half range) Action: Attack with a ranged weapon and push your target: 4 spaces for a small creature, 2 for a medium creature, 1 for a large creature.

  • Incendiary Shot.

    (Half range) Action: Attack with a ranged weapon, add WIL d8 fire damage.

  • Multishot.

    (Half range) Action: Attack your quarry with a ranged weapon and load an extra projectile. Select a 2nd target within 2 spaces of them to take the same amount of damage.

  • Pinning Shot.

    Spend 3 actions shooting your quarry. They are Restrained until they can escape (DC 10+WIL).

  • Snare Trap.

    (1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Move them back 1 space, they are Restrained until they can escape (DC 10+WIL).

  • Sharpshooter.

    Action: If you have not moved this turn and your quarry is 4 or more spaces away, attack them for double damage.

  • Vital Shot.

    (Half Range) Action: Attack your Hampered quarry with a ranged weapon, ignoring their armor or doubling your Hunter’s Mark damage bonus if they have none.

  • Wild Instinct.

    (1/round, costs 0 TotH charges if you have none.) Assess for free, with advantage.

Subclasses

Shadowpath

Level 3

Ambusher.

When you roll Initiative, you may use Hunter’s Mark for free. Gain advantage on the first attack you make each encounter.

Skilled Tracker.

You have advantage on skill checks to track creatures.

Skilled Navigator.

You cannot become lost by nonmagical means.

Level 7

Primal Predator.

(1/encounter) Your weapon attacks ignore cover and armor this turn.

Level 11

Pack Hunter.

Whenever you mark a creature, you may also mark another creature within 6 spaces of them for free.

Level 15

Apex Predator.

You may use your Primal Predator ability twice each encounter. Gain 1 Thrill of the Hunt charge when you roll Initiative.

Wild Heart

Level 3

Impressive Form.

+5 max HP. Upgrade your Hit Dice to d10s.

I Have the High Ground.

When you roll Initiative or gain one or more Thrill of the Hunt charges, move up to half your speed for free, ignoring difficult terrain.

Level 7

Resourceful Herbalist.

Whenever you Safe Rest in a location near where plants or fungi can grow, you may spend a day collecting healing herbs to craft a number of Healing Salves equal to your WIL.

Healing Salve.

Action: Heal yourself or an adjacent creature WIL d6 HP. Only you or another experienced Herbalist may administer these, and they expire whenever you Safe Rest.

Level 11

Ha! I'm Over Here!

(1/Safe Rest) If an attack would cause you to drop to 0 HP, you instead move up to your speed away and take no damage.

Level 15

Unparalleled Survivalist.

Gain +WIL armor. When you attack with a ranged weapon, you may first move half your speed for free.

Mage class features and progression.

Elemental power flows through all things… find it, study it, and harness it. A mage is bestowed their first strand of the Tapestry at birth; however, true mastery eludes those who idly rest upon this innate endowment. Instead, they diligently refine their natural gifts through scholarly pursuit, with tomes and parchments as their companions, alongside the sage counsel of a seasoned mentor or three! Yes, this is the chosen path of those who would wield authority over the elements.

Comprehending the tapestry of mana is no trivial endeavor—it will yield its arcane secrets only to the earnest seeker of knowledge. Yet, once the adept learns to discern the subtleties of its intricate patterns as it unfurls and meanders into the ethereal expanse—it is in that moment the apprentice truly ascends to the mantle of mage. What makes a Mage:

  • Spellshaper. Customize the spells you cast: stretch time, gain extra-dimensional vision, or echo cast multiple spells!

  • Elemental Mastery. Harness the power of the elements, whether raining down fire from the heavens, freezing enemies in their tracks, or striking with thunderous bolts of lightning.

  • Chaos or Control. Will you snatch control of the frayed tapestry of mana or lean into the forces of chaos? What awaits you… Diamond Skin? Elemental Entanglement? Liquefy Legs?

Key Stats
INT, WIL
Hit Die
d6
Starting HP
10
Saves
STR−, INT+
Armor
cloth
Weapons
blade, stave, wand
Starting Gear
Adventurer's Garb, Staff, Soap

Class features

Level 1

Elemental Spellcasting.

You know Fire, Ice, and Lightning cantrips.

Level 2

Mana and Unlock Tier 1 Spells.

You unlock tier 1 Fire, Ice, and Lightning spells and gain a mana pool. Maximum is always equal to (INT×3)+LVL and recharges on a Safe Rest.

Talented Researcher.

Gain advantage on Arcana or Lore checks when you have access to a large amount of books and time to study them.

Level 3

Subclass.

Choose a Mage subclass.

Elemental Mastery.

Learn the Utility Spells from 1 spell school you know.

Level 4

Spellshaper.

You gain the ability to enhance your spells with powerful effects by spending additional mana. Choose 2 Spellshaper abilities.

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase.

+1 INT or WIL.

Level 5

Elemental Surge.

When you roll Initiative, regain WIL mana (this expires at the end of combat if unused).

Secondary Stat Increase.

+1 STR or DEX.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 6

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Elemental Mastery (2).

Learn the Utility Spells from a 2nd spell school you know.

Level 7

Subclass.

Gain your Mage subclass feature.

Level 8

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

Key Stat Increase.

+1 INT or WIL.

Level 9

Spellshaper (2).

Choose 1 additional Spellshaper ability.

Secondary Stat Increase.

+1 STR or DEX.

Level 10

Elemental Surge (2).

Your Elemental Surge ability now regains WIL+1d4 mana.

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 11

Subclass.

Gain your Mage subclass feature.

Level 12

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Key Stat Increase.

+1 INT or WIL.

Level 13

Spellshaper (3).

Choose 1 additional Spellshaper ability.

Secondary Stat Increase.

+1 STR or DEX.

Level 14

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Elemental Mastery (3).

Learn the Utility Spells from a 3rd spell school you know.

Level 15

Subclass.

Gain your Mage subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

Key Stat Increase.

+1 INT or WIL.

Level 17

Elemental Surge (3).

Your Elemental Surge ability now regains WIL+2d4 mana.

Secondary Stat Increase.

+1 STR or DEX.

Level 18

Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Archmage.

+1 to any 2 of your stats. The first tiered spell you cast each encounter costs 1 action less and 5 fewer mana.

Upgraded Cantrips.

Your cantrips grow stronger.

Spellshaper

Gain Spellshaper abilities as you level up. You may use 1/turn.

  • Dimensional Compression.

    (1 or more mana) +4 range to a spell for each additional mana spent.

  • Echo Casting.

    (2×mana, min. 1 mana) When you cast a tiered, single-target spell, you may cast a copy of that spell on a 2nd target for free.

  • Elemental Destruction.

    (1 or more mana) After you hit with a spell, you may spend 1 or more mana (up to your WIL) to reroll 1 die per mana spent.

  • Elemental Transmutation.

    (1 mana) Change the damage type of a spell to: Fire, Ice, Lightning, Necrotic, or Radiant.

  • Extra-Dimensional Vision.

    (2 mana) You may ignore the line of sight requirement of a spell. Your spell will phase through barriers and obstacles to reach a target you know of within range.

  • Methodical Spellweaver.

    (–2 mana) Spend 1 additional action to reduce the mana cost of a spell by 2 (min 1).

  • Precise Casting.

    (1+ mana) Choose 1 creature per mana spent to be unaffected by a spell you cast.

  • Stretch Time.

    (2 mana) Reduce the action cost of a spell by 1 (min 1).

Subclasses

Chaos

Level 3

Force of Chaos.

Whenever you cast a spell, you can choose to spend 1 less mana. Whenever you do this and whenever you crit, Invoke Chaos: Roll on the Chaos Table.

Level 7

Tempest Mage.

Learn 1 cantrip and 1 tiered spell from the Wind school.

Chaos Lash.

(1/encounter) Reaction (when an enemy moves adjacent to you): They are pushed back 2 spaces, and on a failed WIL save, knocked Prone as well. Invoke Chaos.

Level 11

Thrive in Chaos.

Whenever you Invoke Chaos, you may roll twice and cause both effects. (1/Safe Rest) You may choose which roll to use instead.

Level 15

Master of Chaos.

Whenever you Invoke Chaos, roll with advantage.

Control

Level 3

Force of Will.

(1/round) On your turn, you may Demand Control: Choose 1 option from the Control Table which you haven’t chosen yet; resets when you roll Initiative, or when you have chosen all options once.

Deny Fate.

Whenever you miss with a spell or an effect you cause is saved against, you MUST Demand Control.

Level 7

At Any Cost.

Learn 1 cantrip and 1 tiered spell from the Necrotic school.

Nullify.

(1/encounter) Ignore all disadvantage and other negative effects on your next action this turn, then Demand Control.

Level 11

Steel Will.

(1/Safe Rest) Whenever you would fail a save, you may succeed instead. Whenever you roll a 1 on an Elemental Surge die, you may reroll it once.

Level 15

Supreme Control.

Whenever you Demand Control, you may choose to trigger the selected option twice. You may Demand Control as a Reaction.

Oathsworn class features and progression.

I will protect my companions and vanquish evil at all costs. Various orders of these zealous, holy warriors have attained great physical and radiant strength through absolute devotion to a higher power in the form of oaths. Through their strength, both physical and radiant, nothing can sway them from their hunger for justice and their fervent pursuit and hatred of evil.

The mark of a true Oathsworn, however, is their willingness to lay down their life for their friends. As an Oathsworn, you can:

  • Defend with Devotion. Shield your allies from harm and channel righteous judgment. The more you face evil, the more potent your strikes become.

  • Divinely Protect. Stand as a bastion of defense, safeguarding allies even from afar. Your presence brings justice to every corner of the realm.

  • Shine as a Beacon of Virtue. Mend wounds, discern truth from ill intent, and inspire others to embrace your noble cause with unwavering conviction.

Key Stats
STR, WIL
Hit Die
d10
Starting HP
17
Saves
STR+, DEX−
Armor
cloth, leather, mail, shields
Weapons
All STR weapons
Starting Gear
Mace, Rusty Mail, Wooden Buckler, Manacles

Class features

Level 1

Radiant Judgment.

Whenever an enemy attacks you, if you have no Judgment Dice, roll your Judgment dice (2d6). On your next melee attack this encounter, if you hit, deal that much additional radiant damage. The dice are expended whether you hit or miss.

Lay on Hands.

Gain a magical pool of healing power equal to 5×LVL, recharges on a Safe Rest. Action: Touch a target and spend any amount of remaining healing power to restore that many HP.

Level 2

Mana and Radiant Spellcasting.

You know Radiant cantrips, tier 1 Radiant spells, and gain a mana pool equal to WIL + LVL, recharges on a Safe Rest.

Zealot.

Whenever you attack with a melee weapon, you may spend mana (up to your highest unlocked spell tier) to choose one for each mana spent: Condemning Strike (+5 radiant damage) or Blessed Aim (decrease target’s armor by 1 step).

Paragon of Virtue.

Advantage on Influence checks to convince someone when you are forthrightly telling the truth, disadvantage when misleading.

Level 3

Subclass.

Commit yourself to an Oath and gain its benefits.

Radiant Judgment (2).

Your Judgment Dice are d8s.

Sacred Decree.

Learn 1 Sacred Decrees.

Level 4

My Life, for My Friends.

You can Interpose for free.

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase.

+1 STR or WIL.

Level 5

Radiant Judgment (3).

Your Judgment Dice are d10s.

Upgraded Cantrips.

Your cantrips grow stronger.

Secondary Stat Increase.

+1 DEX or INT.

Level 6

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Sacred Decree (2).

Learn a 2nd Sacred Decrees.

Level 7

Subclass.

Gain your Oathsworn subclass feature.

Master of Radiance.

Choose 1 Radiant Utility Spell.

Level 8

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

Radiant Judgment (4).

Your Judgment Dice are d12s.

Key Stat Increase.

+1 STR or WIL.

Level 9

Sacred Decree (3).

Learn a 3rd Sacred Decrees.

Secondary Stat Increase.

+1 DEX or INT.

Level 10

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Upgraded Cantrips.

Your cantrips grow stronger.

Radiant Judgment (5).

Your Judgment Dice are d20s.

Level 11

Subclass.

Gain your Oathsworn subclass feature.

Master of Radiance (2).

Choose a 2nd Radiant Utility Spell.

Level 12

Sacred Decree (4).

Learn a 4th Sacred Decrees.

Key Stat Increase.

+1 STR or WIL.

Level 13

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Secondary Stat Increase.

+1 DEX or INT.

Level 14

Sacred Decree (5).

Learn a 5th Sacred Decrees.

Radiant Judgment (6).

Whenever you roll Judgment Dice, roll 1 more.

Level 15

Subclass.

Gain your Oathsworn subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Sacred Decree (6).

Learn a 6th Sacred Decrees.

Key Stat Increase.

+1 STR or WIL.

Level 17

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Secondary Stat Increase.

+1 DEX or INT.

Level 18

Unending Judgment.

While you have no Judgment Dice, gain +5 damage to melee attacks.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Glorious Paragon.

+1 to any 2 of your stats. Defend for free whenever you Interpose.

Upgraded Cantrips.

Your cantrips grow stronger.

Sacred Decrees

Learn Sacred Decrees as you level up.

  • Blinding Aura.

    (1/Safe Rest) Action: Enemies in your aura are Blinded until the end of their next turn.

  • Courage!

    (1/encounter) When you or an ally in your aura would drop to 0 HP, set their HP to 1 instead.

  • Explosive Judgment.

    (1/encounter) 2 actions: Expend your Judgment Dice, deal that much radiant damage to all enemies in your aura.

  • Improved Aura.

    +2 aura Reach.

  • Radiant Aura.

    Action: End any single harmful condition or effect on yourself or another willing creature within your aura. You may use this ability WIL times/Safe Rest.

  • Reliable Justice.

    Whenever you roll Judgment Dice, roll with advantage (roll one extra and drop the lowest).

  • Shining Mandate.

    The first time each round you are attacked while you already have Judgment Dice, select an ally within your aura to roll one and apply it to their next attack. You have advantage on skill checks to see through illusions.

  • Stand Fast, Friends!

    When you roll Initiative, grant allies temp HP equal to your STR+WIL. You and allies within your aura have advantage against fear and effects that would move or knock Prone.

  • Unstoppable Protector.

    Gain +1 speed. You may Interpose even if you are restrained, stunned, or otherwise incapacitated. If you Interpose for a non-combatant NPC, you may Interpose again this round.

  • Well Armored.

    Whenever you Interpose, gain temp HP equal to your STR.

Subclasses

Refuge

Level 3

Aura of Refuge.

Your shields gain +WIL armor and count as your spellcasting focus. Gain an aura with a Reach of 4; you can Interpose for an ally anywhere within your aura.

Level 7

Face Me, Foul Creature!

When you Interpose, the attacking enemy is also Taunted by you until the end of their next turn.

Level 11

Glorious Reprieve.

You and allies in your aura cannot drop below 1 HP. Whenever this triggers, they gain 1 Wound instead (heroes still die at max Wounds).

Level 15

Divine Grace.

You are resistant to all damage while Interposing.

Vengeance

Level 3

Aura of Zeal.

Whenever you roll Judgment Dice, roll 1 more. Gain an aura with a Reach of 4. Your Radiant Judgment also triggers when an ally within your aura is attacked while you have no Judgment Dice.

Level 7

Avenger.

Whenever you or an ally within your aura gain any Wounds, change up to that many Judgment Dice to their max. Then, move up to half your speed for free.

Level 11

Unerring Judgment.

Increase your primary die rolls on melee attacks by 1 whenever you you have Judgment Dice.

Level 15

Maximum Judgment.

Whenever you are attacked, set a Judgment Die to its max.

Shadowmancer class features and progression.

Totally NOT evil. Why would you even say that? Great power sometimes comes from… horrible places. But what’s the alternative, spend our entire lives… STUDYING?! Now that’s horrible. Who’d want to waste their lives reading books—learning magic the hard way? Work SMART, not hard. Just scheme up a way to take what you need from someone who won’t miss it—ancient horrors don’t guard their power nearly as well as you’d think! And if there’s power just laying around, it’d be dumb of me to not use it, really.

So what if I wear black and have to occasionally sacrifice an animal here and there while chanting? Does that automatically mean I’m evil? Pfft, hardly! Not every ANCIENT HORROR is the same; that’s like saying crow black and spider black are the same. Okay, bad examples, but the point stands. If you’re tired of swinging swords around and getting sweaty like a peasant, just summon a horde of shadow minions to do your bidding. They’re always eager to serve! As a Shadowmancer:

  • Unspeakable Power Awaits. Use your cunning to forge pacts with ancient, unfathomable entities, drawing upon their incomprehensible power to crush foes and bend the shadows to your will.

  • Master Shadow Minions. Summon legions of shadowy minions to overwhelm your adversaries and bolster your magical abilities. Let them swarm your foes, serving as both sword and fodder in your quest for dominance.

Key Stats
INT, DEX
Hit Die
d8
Starting HP
13
Saves
INT+, WIL−
Armor
cloth
Weapons
blade, wand
Starting Gear
Adventurer's Garb, Sickle, Shovel

Class features

Level 1

Shadow Blast.

(Necrotic cantrip) Action: (1/turn) Range: 8. Damage: 1d12+KEY. High Levels: +1d12 damage every 5 levels.

Summon Shadows.

(Necrotic cantrip) Action: Summon a shadow minion within Reach 1 (max of INT or LVL minions). Action: (1/turn) Command ALL of your minions to move 6 then attack (Reach 1, 1d12 each). High Levels: +1 Reach every 5 levels.

Level 2

Master of Darkness.

Your Patron grants you knowledge of Necrotic cantrips and tier 1 spells.

Pilfered Power.

You may steal power from your patron to cast tiered spells, always at the highest tier you have unlocked. You can do this DEX times before your patron takes notice. Each time you exceed this limit, your patron damages you for half your max HP. Resets on Safe Rest.

Level 3

THE PACT IS SEALED.

Choose a subclass and 1 Lesser Invocations.

Level 4

Key Stat Increase.

+1 INT or DEX.

A Gift from the Master.

Choose 1 Greater Invocations.

Level 5

Tier 2 Spells.

You may now cast tier 2 spells; all of your spells are cast at this tier.

Upgraded Cantrips.

Your cantrips grow stronger.

Secondary Stat Increase.

+1 STR or WIL.

Level 6

A Gift from the Master (2).

Choose a 2nd Greater Invocations.

Shadowmastery.

Choose 1 Necrotic Utility Spell.

Level 7

Subclass.

Gain your Shadowmancer subclass feature.

Tier 3 Spells.

You may now cast tier 3 spells; all of your spells are cast at this tier.

Level 8

Key Stat Increase.

+1 INT or DEX.

Lesser Invocation.

Choose a 2nd Lesser Invocations.

Shadowmastery (2).

Choose a 2nd Necrotic Utility Spell.

Level 9

A Gift from the Master (3).

Choose a 3rd Greater Invocations.

Secondary Stat Increase.

+1 STR or WIL.

Level 10

Tier 4 Spells.

You may now cast tier 4 spells; all of your spells are cast at this tier.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 11

Subclass.

Gain your Shadowmancer subclass feature.

Lesser Invocation (2).

Choose a 3rd Lesser Invocations.

Level 12

Greedy Pact.

When you would take damage from Pilfered Power, make a STR save: 1–9: Suffer damage as normal. 10–19: Suffer only 10 HP of damage. 20+: Suffer no damage and cast the spell as if it were 1 tier higher.

Key Stat Increase.

+1 INT or DEX.

Level 13

Tier 5 Spells.

You may now cast tier 5 spells; all of your spells are cast at this tier.

Secondary Stat Increase.

+1 STR or WIL.

Level 14

A Gift from the Master (4).

Choose a 4th Greater Invocations.

Shadowmastery (3).

You know all Necrotic Utility Spells.

Level 15

Subclass.

Gain your Shadowmancer subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Tier 6 Spells.

You may now cast tier 6 spells; all of your spells are cast at this tier.

Key Stat Increase.

+1 INT or DEX.

Level 17

Dire Shadows.

Attacks against your shadow minions are made with disadvantage. They take no damage from successful saves.

Secondary Stat Increase.

+1 STR or WIL.

Level 18

A Gift from the Master (5).

Choose a 5th Greater Invocations.

Level 19

Epic Boon.

Choose an Epic Boon.

Tier 7 Spells.

You may now cast tier 7 spells; all of your spells are cast at this tier.

Level 20

Eldritch Usurper.

+1 to any 2 of your stats. Whenever you summon a single shadow minion, summon 2 instead. They die only when they receive 12 or more damage at one time.

Upgraded Cantrips.

Your cantrips grow stronger.

Lesser Invocations

Choose Lesser Shadow Invocations as you level up.

  • Abhorrent Speech.

    You can communicate with horrible creatures (aberrations, undead, etc.).

  • Beguiling Influence.

    (1/day) You may reroll an Influence check.

  • Blood Sight.

    (1/day) You may reroll an Examination check. Additionally, you can detect traces of blood on a surface, even after it has been cleaned.

  • Devoted Acolyte.

    Learn 2 of the following languages: Celestial, Draconic, Deep Speak, Infernal, or Primordial. Advantage on Lore checks related to those 2 languages.

  • Eldritch Sense.

    You can sense the presence of any shapechanger or creature concealed by magic while within 6 spaces of them.

  • Gaze of Two Minds.

    Touch a willing creature and perceive through its senses instead of your own for as long as you hold concentration.

  • Knowledge from Beyond.

    Whenever you fail an Insight or Arcana check, you may suffer 1 Wound to succeed instead.

  • My Favored Pet.

    One shadow minion can begrudgingly tolerate you outside of combat. It can (very creepily) do any menial task a below average commoner could.

  • Voice of the Dark.

    You can communicate telepathically with a humanoid within 6 spaces.

  • Whispers of the Grave.

    (1/day) You can ask a dead creature 3 yes/no questions. It can never be questioned this way again.

Greater Invocations

Choose Greater Shadow Invocations as you level up.

  • Armor of Shadows.

    Reduce all damage you receive by an amount equal to the number of minions you have.

  • Fiendish Boon.

    Increase your DEX or INT by 1. You have 1 fewer maximum Hit Dice.

  • Hungering Shadows.

    Whenever one of your shadows would crit, the next tiered spell you cast this encounter does not cost a use of Pilfered Power.

  • One with Shadows.

    Action: When you are in an area of dim light or darkness, you may become Invisible until you move or attack.

  • Repelling Blast.

    When you hit a Medium or smaller creature with Shadow Blast, you can push the creature up to 2 spaces away from yourself.

  • Shadow Magus.

    Your minions gain +4 Reach and deal d10 damage instead.

  • Shadow Spear.

    Your Shadow Blast can target creatures twice as far away, it ignores cover, and you may attack Prone targets with advantage with it.

  • Shadow Rush.

    When your shadow minions attack, instead of rolling damage, you may have any of them deal the max amount, then die.

  • Shadow Warp.

    Action: Switch places with a creature within 12 spaces that has been dealt necrotic damage this turn.

  • Swarming Shadows.

    Whenever one of your shadows would crit, summon another shadow minion adjacent to the target.

  • Vengeful Blast.

    Whenever a minion dies, you may cast Shadow Blast as a reaction (even if you already cast it this turn).

Subclasses

Abyssal Depths

Level 3

Master of Nightfrost.

Your Patron grants you knowledge of Ice spells. Gain the ability to breathe underwater. Your shadow minions become beings of nightfrost. Your shadow blast and minions can deal cold or necrotic damage, and whenever they would crit, you gain INT+LVL temp HP.

Level 7

Shadowfrost.

Your Shadow Blast also Slows. You can cast Cryosleep or Rimeblades without Pilfering Power by expending 10 temp HP. Choose 1 Ice Utility Spell.

Level 11

Glacial Resilience.

(1/Safe Rest) Reaction (whenever you are attacked or would gain a condition), gain 10×LVL temp HP and end ALL negative conditions on yourself. At the end of your next turn, any remaining temp HP are lost.

Level 15

Cryomancer's Reprisal.

Pay half your max HP to cast ANY Ice spell. After casting an Ice spell in this way, you gain an invisible aura: the next creature that hits you with a melee attack this encounter takes cold damage equal to half the HP you spent on this casting.

Red Dragon

Level 3

Draconic Crimson Rite.

Your Patron grants you knowledge of Fire spells. Your shadow minions become flaming dragon wyrmling shadows. Your Shadow Blast and minions can deal fire or necrotic damage and inflict Smoldering whenever they would crit.

Level 7

We'll ALL Burn!

You may cast Pyroclasm without Pilfering Power by including yourself in the damage. You have advantage on the save. Choose 1 Fire Utility Spell.

Level 11

Heart of Burning Fire.

Regain 1 use of Pilfered Power each time you roll Initiative. This expires at the end of combat if unused.

Level 15

Enveloped by the Master.

Gain 1d4 Wounds to cast Dragonform.

Shepherd class features and progression.

Let all who are afflicted come. I will mend thy bones and soothe thy wounds. Thou shalt revere the gifts of life and death, neither of which is ever given or taken. Rather, we are all souls merely journeying between this realm and that of the beyond. But alas, often do these wandering souls find themselves bereft of guidance. Thus falls upon the Shepherd the solemn duty—to be a beacon of light to those ensnared in darkness, and darkness to those who, in hubris, deem themselves to be the light.

For many, the journey of service is a difficult path—yet, in this task we are not solitary. Our Lifebinding Spirits, the steadfast companions of our faith, are bound beside us, comforting and aiding us in the stewardship we’ve been given. As a Shepherd, you:

  • Embrace the Balance. Embody the forces of Life and Death, wielding spells from your chosen domains. As you walk the path of balance, ponder which way the scales shall tip: towards healing or harm?

  • Lead a Faithful Companion. Summon a Lifebinding spirit to your side, providing invaluable support in battle. Whether bolstering allies with healing or smiting foes with righteous fury, your spirit companion stands ready to aid in the struggle.

Key Stats
WIL, STR
Hit Die
d10
Starting HP
17
Saves
DEX−, WIL+
Armor
mail, shields
Weapons
All STR weapons
Starting Gear
Rusty Mail, Mace, Wooden Buckler, Bell

Class features

Level 1

Keeper of Life & Death.

You know Radiant and Necrotic cantrips.

Searing Light.

(WIL times/Safe Rest) Action: Heal or Inflict grievous injuries: Heal WIL d8 HP to a Dying creature within Reach 6, OR Inflict WIL d8 radiant damage to an undead or Bloodied enemy within Reach 6.

Level 2

Mana and Unlock Tier 1 Spells.

You unlock tier 1 Radiant and Necrotic spells and gain a mana pool equal to (WIL×3)+LVL, recharges on a Safe Rest.

Lifebinding Spirit.

(Radiant Spell, Tier 1) Action: Summon a spirit companion that follows you and is immune to harm. It lasts until you cast this spell again, take a Safe Rest, or it heals a number of times equal to the mana spent summoning it. Action: It attacks or heals a creature within Reach 4 for 1d6+WIL radiant damage (ignoring armor) or heals for the same amount. Upcasting: Increment its die size by 1 (max d12), +1 healing use.

Level 3

Subclass.

Choose a Shepherd subclass.

Master of Twilight.

Choose 1 Necrotic and 1 Radiant Utility Spell.

Level 4

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase.

+1 WIL or STR.

Level 5

Secondary Stat Increase.

+1 INT or DEX.

Upgraded Cantrips.

Your cantrips grow stronger.

Sacred Grace.

Choose 2 Sacred Graces.

Level 6

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Master of Twilight (2).

Choose a 2nd Necrotic and Radiant Utility Spell.

Level 7

Subclass.

Gain your Shepherd subclass feature.

Level 8

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

Key Stat Increase.

+1 WIL or STR.

Level 9

Sacred Grace (2).

Choose a 3rd Sacred Graces.

Secondary Stat Increase.

+1 INT or DEX.

Level 10

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 11

Subclass.

Gain your Shepherd subclass feature.

Master of Twilight (3).

You know all Necrotic and Radiant Utility Spells.

Level 12

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Key Stat Increase.

+1 WIL or STR.

Level 13

Sacred Grace (3).

Choose a 4th Sacred Graces.

Secondary Stat Increase.

+1 INT or DEX.

Level 14

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Level 15

Subclass.

Gain your Shepherd subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

Key Stat Increase.

+1 WIL or STR.

Level 17

Revitalizing Blessing.

(1/round) Whenever you roll a 6 or higher on one or more healing die, the target may recover one Wound.

Secondary Stat Increase.

+1 INT or DEX.

Level 18

Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Twilight Sage.

+1 to any 2 of your stats. Your Lifebinding Spirit rolls twice as many dice.

Upgraded Cantrips.

Your cantrips grow stronger.

Sacred Graces

Choose Sacred Graces as you level up.

  • Assist Me, My Friend!

    Whenever you make your first melee attack each round, you may add your Lifebinding Spirit’s damage to the attack.

  • Empowered Companion.

    Whenever you spend mana to call forth your Lifebinding Spirit, you cast it as if you spent 1 additional mana (ignoring the typical spell tier restrictions). The maximum die size is now a d20.

  • Guiding Spirit.

    When your Lifebinding Spirit rolls a 6 or higher on its damage die, the target begins to glow with radiant light. The next attack against that target has advantage.

  • Hasty Companion.

    +4 Reach for your Lifebinding Spirit. It can also act for free when summoned.

  • Illuminate Soul.

    Action: A creature within 6 spaces begins to glow with radiant light. For 1 Round, attacks against them are made with your choice of advantage or disadvantage. You may do this WIL times per Safe Rest.

  • Light Bearer.

    Regain 1 use of Searing Light when you roll Initiative (this expires if unspent at the end of combat).

  • Not Beyond MY Reach.

    You may target creatures who have been dead less than 1 round for healing. For every 10 HP a dead creature is healed this way, you may have them recover 1 Wound instead (you must heal at least 1 Wound to revive them).

  • Vengeful Spirit.

    Action: Your Lifebinding Spirit sacrifices itself to transform into a swirling vortex of radiant light that damages all enemies within 3 spaces of you, ignoring armor and cover. This lasts for a number of rounds equal to the healing charges left on the Lifebinding Spirit.

Subclasses

Malice

Level 3

Soul Reaper.

When you use Searing Light to harm an enemy, make a 2nd enemy within range take the same amount of damage (ignoring armor).

Harbinger of Decay.

Vibrant colors and lovely smells are suppressed near you. Foods spoil more rapidly in your presence, and you frequently awaken to flies wherever you lodge. You may have your Lifebinding Spirit shift into a deathly version of itself (a zombie dog, a devious imp, etc.) and have its damage type become necrotic.

Level 7

Veilwalker's Blessing.

(1/Safe Rest) Reaction (when you would drop to 0 HP): Drop to 1 HP instead and force an enemy within 6 spaces to make a STR save. On a failure, they become Bloodied, or if they are already Bloodied, they drop to 0 HP.

Level 11

Deathbringer's Touch.

Your first melee attack each round against a Bloodied creature is an automatic critical hit. Your Lifebinding Spirit deals additional damage equal to your STR.

Level 15

Conduit of Death.

Your Veilwalker’s Blessing ability recharges when you roll Initiative. This charge is lost if unspent at the end of combat.

Mercy

Level 3

Merciful Healing.

When an effect caused by you heals a Dying creature, they are healed for twice as much. (1/round) Your Lifebinding Spirit can act for free while you are Dying.

Life is Beautiful.

Harmless and lovely creatures such as butterflies and humming birds are attracted to your presence and often follow you. Flowers bloom more vibrantly in your presence.

Level 7

Conduit of Light.

When an effect caused by you would heal HP, you may expend 1 use of Searing Light to heal (or damage, ignoring armor) another target within 6 spaces of yourself for the same amount.

Level 11

Powerful Healer.

(WIL times/Safe Rest) Whenever you would roll dice to heal damage, you may instead heal the max amount you could roll, or give that many temp HP.

Level 15

Empowered Conduit.

Your Conduit of Light may target 1 additional creature. Regain 1 charge of Searing Light when you roll Initiative (this expires if unspent at the end of combat).

Songweaver class features and progression.

Just TRY and resist my charm… wait—NO, don’t! Each Songweaver holds a spark granted to them by a muse at birth; a spark which fuels their creative energy and flows forth in the form of a sharp wit, relentless humor, or moving art.

The power of a Songweaver’s spark is also evident in their powerful sway over others. Songweavers can bolster and infuse courage in their allies, or… make their enemies’ brains leak out through their ears. The Songweaver can bring a whole new meaning to verbal abuse! They can even redirect the (often justified) attacks of others, in order to protect their own moneymakers. As a Songweaver, you can:

  • Charm the hapless people you meet and inspire your allies to reach fantastic new heights of heroism!

  • Use your Lyrical Weaponry and powerful charisma to dominate enemies and call special friends to aid you in your journeys and battles. You can even redirect attacks away from yourself and make enemies attack their own allies!

  • Control the Battlefield with a chord of chaos, a rad heroic ballad, or a debilitating rhapsody; make your allies and enemies alike dance to your tune!

Key Stats
WIL, INT
Hit Die
d8
Starting HP
13
Saves
STR−, WIL+
Armor
cloth, leather
Weapons
All DEX weapons
Starting Gear
Adventurer's Garb, Instrument, Dagger, Mirror

Class features

Level 1

Wind Spellcasting.

You know cantrips from the Wind school and 1 other school of your choice. You also know the cantrip Vicious Mockery: (Wind cantrip) Action: Range: 12. Damage: 1d4+INT psychic (ignoring armor). On hit: the target is Taunted during their next turn. High Levels: +2 damage every 5 levels.

Songweaver's Inspiration.

(2×WIL times/Safe Rest) Free Reaction: Allow an ally to reroll a single die related to an attack or save (must keep either result).

Level 2

Mana and Unlock Tier 1 Spells.

You unlock tier 1 spells in the schools you know and gain a mana pool equal to (INT×3)+LVL, recharges on a Safe Rest.

Jack of All Trades.

When you Safe Rest, you may move a skill point as if you just leveled up.

Song of Rest.

(1/day) Whenever you Field Rest, you may play a song and allow anyone who spends Hit Dice to heal additional HP equal to your WIL.

Level 3

Subclass.

Choose a Songweaver subclass.

Quick Wit.

When you roll Initiative, you may regain 2 spent uses of your Songweaver’s Inspiration (these expire at the end of combat if left unused).

Windbag.

Choose 1 Utility Spell from each spell school you know.

Level 4

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase.

+1 WIL or INT.

Lyrical Weaponry.

Choose 1 ability from the Lyrical Weaponry list.

Level 5

A "People" Person.

You’ve met many people in your travels; some have even agreed to come to your aid should you need it. Choose 2 friends you know: you can temporarily summon them via song (1/Safe Rest each).

Upgraded Cantrips.

Your cantrips grow stronger.

Secondary Stat Increase.

+1 STR or DEX.

Level 6

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Windbag (2).

Choose a 2nd Utility Spell from each spell school you know.

Level 7

Subclass.

Gain your Songweaver subclass feature.

Level 8

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

Key Stat Increase.

+1 WIL or INT.

Level 9

Lyrical Weaponry (2).

Choose a 2nd ability from the Lyrical Weaponry list.

Secondary Stat Increase.

+1 STR or DEX.

Level 10

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 11

Subclass.

Gain your Songweaver subclass feature.

Level 12

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Key Stat Increase.

+1 WIL or INT.

Level 13

Lyrical Weaponry (3).

Choose a 3rd ability from the Lyrical Weaponry list.

Secondary Stat Increase.

+1 STR or DEX.

Level 14

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Windbag (3).

You know all Utility Spells from the spell schools you know.

Level 15

Subclass.

Gain your Songweaver subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

Key Stat Increase.

+1 WIL or INT.

Level 17

Lyrical Weaponry (4).

Choose a 4th ability from the Lyrical Weaponry list.

Secondary Stat Increase.

+1 STR or DEX.

Level 18

Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

I'm So Famous!

+1 to any 2 of your stats. Your Songweaver’s Inspiration cannot fail (your target succeeds).

Upgraded Cantrips.

Your cantrips grow stronger.

Lyrical Weaponry

Choose Lyrical Weaponry abilities as you level up.

  • Heroic Ballad.

    +2 max Songweaver’s Inspiration charges. When used to reroll an ally’s attack, your Songweaver’s Inspiration also grants them +WIL damage on the attack.

  • Inspiring Anthem.

    (1/encounter) Action: Grant all friendly Dying creatures who can hear you 1 HP and 1 action.

  • Not My Beautiful Faaace!

    (1/encounter) When you Defend, force the attacker to choose another target within range on a failed WIL save (if there is none, the attack fails). If they fail by 5 or more, they attack themselves instead.

  • Rhapsody of the Normal.

    When you roll 4 or more on your Vicious Mockery, you may spend a Songweaver’s Inspiration charge to temporarily suppress any special abilities they have until the end of their next turn.

  • Song of Domination.

    (1/encounter) 2 actions: Play a bewitching tune, and all enemies within 6 spaces who hear it must make a WIL save. If they fail, you move them up to 6 spaces in any direction, and they cannot move on their next turn.

Subclasses

Courage

Level 3

Inspiring Presence.

Whenever you use Songweaver’s Inspiration, your allies within 12 spaces who can hear you gain WIL temp HP.

Level 7

Unfailing Courage.

Your presence inspires others to feats of heroism and courage heard of only in legend. Your Songweaver’s Inspiration allows your target to roll with advantage.

Level 11

Fire in my Bones.

Your Songweaver’s Inspiration also grants your target 1 additional action.

Level 15

Chorus of Champions.

(1/encounter) Free Reaction: Give all party members 1 action.

Snark

Level 3

Opportunistic Snark.

Reaction (when an enemy within Range 12 misses an attack): You may cast Vicious Mockery at them; it deals double damage when cast this way.

Level 7

Fight Picker.

(1/turn) When an enemy is damaged by your Vicious Mockery, you may have one of your allies Taunt them until the end of the enemy’s turn instead.

Level 11

Chord of Chaos.

(1/encounter) Action: You may move ALL creatures within hearing of your song up to 3 spaces as long as they do not move into an obviously dangerous place.

Level 15

Words Like Swords.

Your Vicious Mockery damage becomes 1d6+INT+ WIL.

Stormshifter class features and progression.

The trees whisper their excitement, the clouds sing with glee. Rejoice! The Master of Storm & Fang arrives. All who would seek passage through the ancient grove, heed this warning: Do not provoke the forest or its inhabitants. Beseech for passage humbly, even if its guardian is unseen, rest assured that you… are not.

Those who traverse the woodlands may feel the vigilant gaze of a Stormshifter upon them. Legend speaks of an ancient union between mortal and dryad, birthing beings capable of wielding lightning and tempests as others wield blade and shield. This is but half the tale.

Wanderers recount encounters with beings, some wise and benevolent, others fearsome, with claws that sparked with lightning and pelts sharp as daggers. They are as one with storm and beast, embodying the serene beauty and raw power of nature’s grace. As a Stormshifter, you can:

  • Aid your allies in whatever role is most needed.

  • Wade into the fray as a shapeshifted beast ranging from friendly to vicious, indomitable, or HORRIBLE.

  • Cast powerful spells from a distance to strike down, control, mend, and more.

Key Stats
WIL, DEX
Hit Die
d8
Starting HP
13
Saves
STR−, WIL+
Armor
cloth, leather
Weapons
stave, wand
Starting Gear
Cheap Hides, Staff, Strange Plant

Class features

Level 1

Master of Storms.

You know cantrips from the Lightning and Wind schools.

Beastshift.

Action: You can transform into a harmless beast (squirrel, pigeon, etc.). While transformed, you can speak with animals. This form lasts until you drop to 0 HP, cast a spell, or if you end it on your turn for free. You have DEX Beastshift charges; they reset on a Safe Rest.

Level 2

Direbeast Form.

You can Beastshift into a Fearsome Beast.

Mana and Unlock Tier 1 Spells.

You unlock tier 1 Wind and Lightning spells and gain a mana pool equal to (WIL×3)+LVL, recharges on a Safe Rest.

Level 3

Subclass.

Choose a Stormshifter subclass.

Direbeast Form (2).

You can Beastshift into a Beast of the Pack.

Level 4

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase.

+1 WIL or DEX.

Stormcaller.

Learn a Utility Spell from each spell school you know.

Level 5

Direbeast Form (3).

You can Beastshift into a Beast of Nightmares.

Upgraded Cantrips.

Your cantrips grow stronger.

Secondary Stat Increase.

+1 STR or INT.

Level 6

Chimeric Boon.

Choose 2 Chimeric Boons. Whenever you shapeshift into a Direbeast form, you may modify it with 1 Chimeric Boons you know.

Expert Shifter.

Gain 1 additional use of Beastshift per Safe Rest.

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Level 7

Subclass.

Gain your Stormshifter subclass feature.

Stormcaller (2).

Learn a 2nd Utility Spell from each spell school you know.

Level 8

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

Key Stat Increase.

+1 WIL or DEX.

Stormborn.

Gain resistance to lightning damage. (1/day) You may gain advantage on a Naturecraft check or Concentration check.

Level 9

Chimeric Boon (2).

Choose a 3rd Chimeric Boons.

Expert Shifter (2).

Gain 1 additional use of Beastshift per Safe Rest.

Secondary Stat Increase.

+1 STR or INT.

Level 10

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 11

Subclass.

Gain your Stormshifter subclass feature.

Level 12

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Key Stat Increase.

+1 WIL or DEX.

Chimeric Boon (3).

Select a 4th Chimeric Boons.

Expert Shifter (3).

Gain 1 additional use of Beastshift per Safe Rest.

Level 13

Secondary Stat Increase.

+1 STR or INT.

Stormborn (2).

Instead of rolling dice, deal the max damage of a Wind spell by spending a charge of your Beastshift feature. Whenever you end Beastshift, you may cast a cantrip for free.

Level 14

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Level 15

Subclass.

Gain your Stormshifter subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Level 16

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

Key Stat Increase.

+1 WIL or DEX.

Level 17

Chimeric Boon (4).

Select a 5th Chimeric Boons.

Secondary Stat Increase.

+1 STR or INT.

Level 18

Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Archdruid.

+1 to any 2 of your stats. (1/encounter) Cast a spell up to tier 4 for free when you enter or leave a Beastshift form.

Upgraded Cantrips.

Your cantrips grow stronger.

Beastshift Forms

Direbeast forms available to Beastshift into.

  • Fearsome Beast.

    (Large) Transform into any Large beast. Gain DEX+LVL temp HP (until Beastshift ends), the Gore attack, and Fearsome. Gore: Action: 1d6+LVL damage, on hit: Gain LVL temp HP. Fearsome: Whenever you Interpose or Defend, you may spend 1 mana to force them to reroll the attack.

  • Beast of the Pack.

    (Medium) Transform into a Medium beast. Gain +DEX speed, Supercharge, and the Thunderfang attack. Thunderfang: Action: 1d4+LVL piercing damage. Cumulative +1d4 lightning damage on crit or kill. Supercharge: Spend up to WIL mana for +1d8 lightning damage per mana spent on next Thunderfang (you take this damage on a miss).

  • Beast of Nightmares.

    (Tiny) Transform into any Tiny beast or insect. Sting: (1/round) Action: Reach 0. 1d4 piercing + 3×LVL acid damage (ignoring armor), on crit: 4×LVL damage. Silent But Deadly: Speed 2. You cannot Defend or Interpose. Attackers cannot target you until you become conspicuous.

Chimeric Boons

Choose Chimeric Boons as you level up. Apply 1 to a Direbeast form when you shift.

  • Beast of the Sea.

    Can move, breathe, and fight underwater without penalty.

  • Climber.

    Can walk across walls and ceilings; ignores difficult terrain.

  • Fleet Footed.

    +2 speed. Advantage on Stealth checks and against the Grappled condition.

  • Earthwalker.

    +2 armor. Can burrow through dirt and unworked rock at half speed (leaving a tunnel behind). Advantage against the Prone condition.

  • Keen Senses.

    Advantage on Perception and Assess checks. Unaffected by Blinded.

  • Leader of the Pack.

    Advantage against fear and charm effects for yourself and allies within 6 spaces.

  • Phasebeast.

    Whenever you shift between this form and your normal form (and vice versa), you may teleport up to 6 spaces away to a place you can see.

  • Prehensile Tail.

    Creatures you hit in melee that are your size or smaller are Grappled. If you hit a larger creature, you may move with it when it moves.

  • Winged.

    Gain a flying speed. Forced movement moves you twice as far while flying.

Subclasses

Fang & Claw

Level 3

Swiftshift.

When you roll Initiative, you may Beastshift or move for free. While transformed, you may shift between different Direbeast forms for free (and as a reaction by spending 1 mana); however, Beastshifting for free does not grant any temp HP.

Windborne Protector.

(1/encounter) Reaction: when an enemy attacks, spend 2 mana to shift into a Fearsome Beast. Then you may Interpose from up to 12 spaces away and Defend for free (if you have not yet done so this round).

Friend of Beasts.

Beasts will not attack you until you first harm them. You may transform into harmless beasts without spending a Beastshift charge.

Level 7

Unleash the Beast.

(1/encounter) When you miss, you can crit instead.

Storm Wake.

(1/encounter) Action: Spend 3 mana to shift into a Beast of the Pack, then teleport in a straight line up to 12 spaces away, unerringly dealing WIL d8 lightning damage to any creatures you choose adjacent to your path.

Level 11

Master of Forms.

Your shapeshift forms can have 2 Chimeric Boons at a time.

Venomous Gaze.

(1/encounter) Action: Spend 2 mana to shift into a Beast of Nightmares. Then entice a creature within 12 spaces to move 2×WIL spaces closer to you on a failed WIL save (they roll with disadvantage and must repeat until they save or can move no further). If they end up in the same space as you, you may Sting them for free.

Level 15

Master of Forms (2).

You can Beastshift 2 additional times per Safe Rest. Choose 2 additional Chimeric Boons. Your Direbeast forms can have 3 at a time.

Sky & Storm

Level 3

Deepening Study.

Choose the Ice or Radiant school to learn.

Creature of the Fey.

You may cast spells while Beastshifted.

Attuned to Nature.

(1/day) Add LVL to any skill check related to nature or weather.

Level 7

Raging Tempest.

Whenever you crit with a tiered spell, you may cast a cantrip for free from a school you know and haven’t cast any spells from this turn (at the same level of dis/advantage).

Level 11

Primordial Force.

Spending 2+ mana on a spell grants an additional effect:

  • Ice. Gain WIL temp HP.
  • Lightning. Deal additional damage equal to your WIL.
  • Radiant. You may heal a creature within 6 spaces WIL HP.
  • Wind. Gain a flying speed this turn. Move up to 6 spaces for free.

Level 15

Master of Storm.

You can concentrate on 1 lightning spell and 1 wind spell at the same time. (1/Safe Rest) You can cast Ride the Lightning for 0 mana.

Zephyr class features and progression.

A Zephyr dedicates their life to the relentless pursuit of kinetic perfection. They hone their bodies into blurs of motion, training from a young age in remote wilds or mountain monasteries, wielding speed to unleash blows that echo through their foes and slip past attacks like a whispering wind. Speed is both their weapon and shield.

Through ceaseless training, they harness their inner momentum to achieve feats of supernatural agility, executing every motion with flowing precision. The Zephyr is:

  • Unarmed and Dangerous. When unarmed and unarmored, you’re a relentless force on the battlefield. Absorb blows and deliver devastating strikes, leaving foes in awe of your tenacity and speed.

  • A Graceful Combatant. Move with unparalleled speed and determination, outpacing your allies and foes alike. Seize the initiative and strike swiftly, ensuring you’re always at the forefront of combat. Your reflexes allow you to retaliate with precision and turn enemy strikes into opportunities for devastating counterattacks.

Key Stats
DEX, STR
Hit Die
d8
Starting HP
13
Saves
DEX+, INT−
Armor
None
Weapons
melee
Starting Gear
Staff, Traveling Robes & Sandals

Class features

Level 1

Iron Defense.

Your armor equals DEX+STR as long as you are unarmored.

Swift Fists.

Your unarmed strikes are not subject to disadvantage imposed by Rushed Attacks, and their damage is 1d4+STR.

Level 2

Swift Feet.

While unarmored, gain +2 speed and +LVL Initiative.

Burst of Speed.

When you roll Initiative, gain DEX Bursts of Speed. (1/turn) Spend 1 Burst to use for free: Slipstream (Defend, attack misses), Whirling Defense (Defend, apply armor to every attack this round), Swiftstrike (Attack, ignore Rushed Attack disadvantage), or Windstep (Move, ignore difficult terrain).

Level 3

Subclass.

Choose a Zephyr subclass.

Kinetic Momentum.

Whenever you gain a Wound, gain a Burst of Speed.

Ethereal Projection.

(1/day) By meditating for at least 10 minutes, you can project an ethereal version of yourself up to 30 ft. away, passing through solid objects or barriers. You see through your projection’s eyes. It lasts for up to 10 minutes.

Level 4

Unyielding Resolve.

Ignore the first Wound you would suffer each encounter (when-Wounded abilities, such as Kinetic Momentum, still trigger).

Key Stat Increase.

+1 DEX or STR.

Martial Master.

Choose a Martial Arts Abilities.

Level 5

Reverberating Strikes.

You learn to focus your energy and transfer it as an additional concussive force into your foes. Add LVL bludgeoning damage to all of your melee attacks.

Secondary Stat Increase.

+1 INT or WIL.

Level 6

Martial Master (2).

Choose a 2nd Martial Arts Abilities.

Infuse Strength.

Action: Make an unarmed strike against an ally and infuse them with a portion of your own strength. Expend any number of Hit Dice and heal them as you would heal yourself during a Field Rest (roll them and add your STR to each).

Level 7

Subclass.

Gain your Zephyr subclass feature.

Level 8

Martial Master (3).

Choose a 3rd Martial Arts Abilities.

Key Stat Increase.

+1 DEX or STR.

Level 9

Swift Feet (2).

Gain an additional +2 speed as long as you are unarmored.

Secondary Stat Increase.

+1 INT or WIL.

Level 10

Martial Master (4).

Choose a 4th Martial Arts Abilities.

Unyielding Resolve (2).

Ignore the first 2 Wounds you would suffer each encounter.

Level 11

Subclass.

Gain your Zephyr subclass feature.

Level 12

Martial Master (5).

Choose a 5th Martial Arts Abilities.

Key Stat Increase.

+1 DEX or STR.

Level 13

Iron Defense (2).

Your armor is doubled while unarmored.

Secondary Stat Increase.

+1 INT or WIL.

Level 14

Martial Master (6).

Choose a 6th Martial Arts Abilities.

Level 15

Subclass.

Gain your Zephyr subclass feature.

Level 16

Martial Master (7).

Choose a 7th Martial Arts Abilities.

Key Stat Increase.

+1 DEX or STR.

Level 17

Unyielding Resolve (3).

Ignore the first 3 Wounds you would suffer each encounter. You have advantage on STR saves while Dying.

Secondary Stat Increase.

+1 INT or WIL.

Level 18

Martial Master (8).

Choose an 8th Martial Arts Abilities.

Level 19

Epic Boon.

Choose an Epic Boon.

Level 20

Windborne.

+1 to any 2 of your stats. +1 additional burst of speed when you roll Initiative. Permanently gain 1 action (while Dying, you have a max of 2 actions).

Martial Arts Abilities

Choose Martial Arts Abilities as you level up.

  • Airshift.

    You cannot be Grappled while conscious. While moving, you may travel across all terrain as normal ground, ignoring all ill effects (e.g., walls/ceilings, water, treetops, lava, spikes, clouds).

  • Blur.

    (1/encounter) When you Defend, you may first move up to half your speed away, taking no damage if you are now out of range or have Full Cover.

  • Bodily Discipline.

    You may spend 1 action to end any non-Wound condition on yourself.

  • Enduring Soul.

    Each time you roll Initiative, gain Hit Dice equal to the actions you get on your first turn. These Hit Dice expire at the end of combat if unused.

  • I Jump On His Back!

    While moving with your Windstep, if you move into the space of a creature your size or larger, you may jump onto its back. While on a creature this way, gain advantage on melee attacks against it, and any damage you avoid is dealt to it instead.

  • Kinetic Barrage.

    Whenever you miss an attack, gain a cumulative +STR bonus to all damage you do for the rest of this encounter.

  • Mighty Soul.

    You cannot be moved against your will. Whenever you would fail a saving throw, you may gain a Wound in order to add your STR to the result you rolled. You may repeat this any number of times.

  • Quickstrike.

    When you Interpose, you may first make an unarmed strike against the enemy for free.

  • Use Momentum.

    Whenever you avoid all of the damage of a melee attack (whether it misses or you Defend), you may swap places with the attacker and then choose another target that is now within the attack’s reach, and they are hit instead.

  • Vital Rejuvenation.

    When you receive healing for the first time on a turn, you may heal another target within 6 spaces HP equal to your STR.

  • Windstrider.

    If you move through the space of a willing creature while using Windstep, they can move with you and choose any space adjacent to your path of movement to end in.

Subclasses

Flame

Level 3

Exploding Soul.

(1/round) On your turn, you may suffer a Wound. Whenever you gain a Wound, deal STR+Wounds damage to any creatures you choose within 2 spaces (ignoring armor) and give them the Smoldering condition.

Level 7

Blazing Speed.

Gain +2 speed while using Windstep. After you cease movement with Windstep, enemies you passed through take STR+DEX fire damage. You may have Smoldering enemies take double, ending the condition.

Level 11

Chain Reaction.

(1/turn) When you crit, deal fire damage equal to your STR+Wounds to creatures of your choice within 2 spaces of your target. Repeat any number of times, targeting creatures not yet damaged by this effect within 2 spaces of any already damaged.

Level 15

Burning Soul.

Double any fire damage you deal.

Pain

Level 3

Bring the Pain.

(1/round) You may turn any melee attack against you into a crit. Whenever you are crit, reduce the damage by half. The attacker takes the same amount of damage you took (ignoring armor). You may suffer 1 Wound to double the damage the enemy takes.

Level 7

Share My Pain.

Your Swiftstrike can also target a 2nd creature within Reach 2.

Level 11

Pain Sharpens the Mind.

While you are Bloodied, gain advantage on the first attack you make each turn, and on all saves.

Level 15

Echoed Agony.

Your Swiftstrike can also target a 3rd creature within Reach 4.