New Subclasses 2
Here’s some (more) new PC options for your game.
(Last updated December 7, 2015)
The raging torrent of the elemental planes gives rise to your innate magic. Your sorcery might be inherited from genie or other elemental progenitor, but on occasion, the intersection of genasi lineages produces a sorcerer with pronounced elemental power. Members of an elemental cult regularly exposed to extraplanar magic occasionally also sire an elemental sorcerer.
Each elemental sorcerer has a potent connection with a single one of the four classical elements: earth, fire, air, or water. While the sorcerer is able to use their magic to cast spells employing other elements normally, their bonded element is familiar and comfortable, its power flowing easily upon command.
When you select this origin at 1st level, choose your elemental bond. Each element has a damage type associated with it.
At 1st level, your body absorbs the magical energies of your bonded element. When you take damage of the type associated with your elemental bond, you gain resistance against future instance of that damage type for 1 minute.
When you reach 6th level, when you cast a spell that deals the damage type associated with your elemental bond, the effect briefly persists. At the start of the target’s next turn, they take extra damage of your elemental bond’s damage type equal to 1d4 + your proficiency bonus.
Starting at 14th level, you gain the ability to manipulate the magical energies of harmful spells you cast, altering the magic to match your bonded element. When you cast a spell that deals damage, you can spend 1 sorcery points to change the damage type of the spell to the type associated with your elemental bond.
At 18th level, you surround yourself in a nimbus of elemental energy, causing small rocks to orbit around you or wreathing yourself flickering flames. As an action, you can spend 4 sorcery points to draw forth your element. The aura lasts or 1 minute or until you lose your concentration as if you were maintaining concentration on a spell. The elemental aura makes you immune to your elemental bond’s damage type, and at the start of each of your turns, each creatures within 5 feet of you takes 3d6 damage of your associated type.
The roiling chaos that is the elemental planes is the home of your patron. Also known as archomentals or elemental princes, primordials typically work through elemental creatures or cultists, and seldom directly empower mortals, however, archomentals are nothing if not unpredictable. Your patron’s full reasons for granting you arcane powers are likely inscrutable and unknown, owing as much to chance and whim as forethought. While primordials are comprised of a single element – such as earth, air, or frost – your patron has bonded you with the entirety of the elemental planes, giving you potential power over all elements. You may favour one element and pay homage to single elemental prince, or emulate the chaotic nature of your patron and randomly drift between elements.
Expanded Spell List
The Primordial 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.
Primordial Expanded Spells
|1st||burning hands, thunderwave|
|2nd||gust of wind, melf’s acid arrow|
|3rd||meld into stone, protection from energy|
|4th||conjure minor elementals, fire shield|
|5th||conjure elemental, wall of stone|
Starting at 1st level, after a short or long rest you attune yourself to the flow of energy from a particular element. Choose an elemental damage type: acid, cold, fire, lightning, or thunder. This is your attuned element until you choose a different one with this feature.
At 1st level, when you hit a creature with an attack, you can simultaneously strike the creature with elemental energy. The creature can make a Reflex saving throw against your warlock spell save DC. On a failure, the target takes damage equal to 1d10 + your warlock level, or half as much damage on a successful save. This damage type is of your attuned element.
You must finish a short or long rest before you can use this feature again.
Beginning 6th level, you can curse your enemies with susceptibility to elemental energy. As an action, choose a creature within 60 feet of you. It must succeed on a Wisdom saving throw against your warlock spell save DC or gain vulnerability to the damage type of your attuned element for 1 minute. If the creature has resistance or immunity to the damage type, it does not gain vulnerability but instead loses its resistance or immunity for the duration. At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.
When you reach 10th level, you gain resistance to damage from your attuned element.
At 14th level, you can refocus elemental energies directed at you to another target. When you are hit by an attack that deals damage of the type of your attuned element, you can use your reaction to direct that damage to another creature or object that you can see within 60 feet. That target can make a Reflex saving throw against your warlock spell save DC. On a fail saving throw, the target takes the full damage of the triggering attack instead of you. On a successful saving throw, they take half as much damage and you take the remainder.
You must finish a short or long rest before you can use this feature again.
College of Theatrics
The bards of the College of Theatrics are taught how to capture and hold the attention of an audience as well as alter their mannerisms, conceal their features, and veil their intentions. Lies come easily to these bards, who are as adept at making up tales as retelling the truth. Many of these bards find work as actors and performers, whether it is on their own or part of a travelling troupe. A rare few find alternate uses for their skills, as confidence men or even spies. Few of these bards remain in the same place for long, and most journey between theatres, royal courts, or inns.
Bards of Theatrics are often dedicated to their art. Many throw themselves into a role, adopting new mannerisms and habits, and refusing to drop character before their performance is complete. Some even lose themselves in a performance, creating elaborate and detailed backstories. Other bards have a stable of favourite characters whom they can assume at a moment’s notice.
At 3rd level, when you join the College of Theatrics, you gain proficiency in the Deception skill, the Disguise kit, and one skill or set tools of your choice.
Also starting at 3rd level, creatures are less aware that you have used magic to influence their behaviour. When a spell you cast that charmed a creature ends, as a reaction you can make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed, the creature is unaware it was charmed.
When you reach 6th level, you have learned how to grab the attention of a small crowd. As an action you can begin a performance that causes all creatures within 30 feet of you who can see and hear the performance to make a Wisdom saving throw against your bard spell save DC or become charmed. Creatures that succeed on this saving throw are immune to your performances for 1 day. The performance lasts for 1 minute and must maintain concentration on the performance, as if you were maintaining concentration on a spell. The performance also ends if you or one of your allies takes a hostile action against one of the targets. You choose the nature of your performance, such as a song, story, or dance. Once you use this feature, you must finish a short or long rest before you can use it again.
Additionally, you can spend a use of your Bardic Inspiration to fascinate creatures charmed by your Captivating Performance. While they are charmed, fascinated creatures have disadvantage on all Wisdom (Perception) checks and will not willingly move more than 60 feet from you. Fascinated creatures will follow you but will not walk into visible dangers or hazardous locations.
Starting at 14th level, you can render the audience of your performance awestruck. While concentrating on your Captivating Performance, you can spend a use of your Bardic Inspiration to augment the effect, and all creatures charmed by your Captivating Performance must succeed on a Wisdom saving throw or become stunned until the performance ends. At the end of each of their turns, a stunned creature can repeat the saving throw to end this effect.
Colloquially known as urban rangers, those who embracing these techniques move from natural space to urban wilds: slums, docks, parks, sewers, and alleyways. Many work as members of an official city watch or private mercenary company keeping the peace, while other rangers hire out their skills. In corrupt settlements, an Alley Stalker might take the law into their own hands, enacting justice as they deem appropriate.
Alley Stalkers feel the rhythms of their city and speak of it like the city were a living thing; they know the movement of its people and goods, and defend it from both internal and external threats. To defend their urban protectorate, these rangers learn how to combat the dangers of the city, both bestial and humanoid, and how best to pursue those who violate the laws of either nature or civilization.
When you reach 3rd level, you consider cities as much your home as the wilderness. You can become familiar with a number of settlements equal to your Wisdom modifier (minimum 1), treating those settlements as a favoured terrains for your Natural Explorer feature. A settlement must have a population of at least 1,000 to be large enough to qualify for thus feature. Familiarizing yourself with a new settlement beyond this maximum replaces an existing settlement of your choice. To familiarize yourself with a settlement, you must spend 24 hours in that community.
Also at 3rd level, you learn to impede your prey for easier pursuit. You gain one of the following features of your choice. The effects from this feature last for 1 minute or until the target or another creature makes a DC 12 Wisdom (Medicine) check as an action to remove the effect. The effect also ends if the target regains hit points.
Bleeding Wound. When you hit a creature with a weapon attack, you can open a deep cut that bleeds profusely. At the start of each of the target’s turns it takes 1d4 damage. This feature does not affect constructs or undead. You can only open a single bleeding wound on a creature.
Disorienting Blow. Once on each of your turns when you hit a creature with a weapon attack, you can rattle or addle the target. The creature can move or take an action each round but not both.
Hamstring. Once on each of your turns when you hit a creature with a weapon attack, the creature’s base speed is halved. This has no effect on creatures who use magical means of movement.
At 7th level, you have grown adept at weaving through crowds and quickly dodging around people. You do not treat spaces occupied by non-hostile creatures as difficult terrain, and you can move through spaces occupied by hostile creatures.
Additionally, you have advantage on ability checks related to chases while in your favoured terrain.
When you reach 11th level, you gain one of the following features of your choice, or one of the choices from the Player’s Handbook.
Combination Strike. When you hit with a melee attack you can choose to attack another target. You must make a separate attack roll for each target. If you have movement remaining, you can move up to 5 feet between each attack. While using this feature, you cannot attack the same creature twice during a single round.
Multishot. Once on each of your turns, when you attack with a ranged weapon, you can simultaneously fire multiple projectiles in a single attack. Choose two targets you can see within your weapons range that are within 5 feet of each other. You make a single attack roll that applies for both targets.
Starting at 15th level, you have become accustomed to squalid conditions and are immune to diseases and poisons.
Back to more 5e Content