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Classes

Druid - Circle of Growth

Overgrowth Spells

At the levels denoted in the table below, you learn Overgrowth Spells. Once you gain access to an Overgrowth Spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level

Spell

2nd

Ensnaring Strike, Entangle, Thorn Whip*

3rd

Barkskin, Spike Growth

5th

Speak with Plants, Plant Growth

7th

Guardian of Nature, Grasping Vine

9th

Wrath of Nature, Tree Stride

* Refers to a cantrip

Treant Form

At 2nd level, you gain the ability to harness nature’s power to alter your form. As a bonus action when you use your Wild Shape feature, you can additionally choose to take on a Treant Form as shown in the stat block below.

You decide the appearance of the Treant Form when you assume the form.

You remain capable of casting your Overgrowth Spells while in Treant Form, and you can cast these spells without providing material components, provided the material component has no associated cost.

Speech of Leaf

At 6th level, you gain the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You can add your wisdom modifier to all Charisma checks you make to influence them.

Leaf Stride

At 10th level, you ignore difficult terrain imposed by plants, and if plants are grappling or restraining you, such as by the Entangle spell, you can spend 5 feet of movement to escape the restraints.

Herbal Growth

At 14th level, when you craft something using your Herbalism Kit, you can halve the crafting time and halve the material cost of any plants and plant-based materials used, provided that you’ve planted, harvested and prepared these materials yourself.

Additionally, any healing item you craft with your Herbalism Kit which uses such materials, heals an additional amount of hit points equal to your wisdom modifier.


Monk - Unchained

This is a buff and slight redesign of the Monk, which rebalances Ki economy and makes the Monk slightly better in combat even without Ki. See the document here.

Monk - Way of the Shifting Form

Shifting Form

Starting when you choose this tradition at 3rd level, you have learned multiple Forms that you can use to change the way you fight. These forms could, for example, be martial arts styles, or magical shapeshifting.

You know the following Forms:

Assuming a Form is done at the start of your turn (no action required). Assuming a Form removes the benefits of any previously assumed Form. You cannot benefit from any Form, while you are Incapacitated.

You may only gain the benefits of a single form at any given time.

Lvl 6

Lvl 11

Lvl 17


Ranger - Pathfinder

Pathfinder Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Pathfinder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level

Spells

3rd

Feather Fall

7th

Enlarge/Reduce

9th

Phantom Steed

13th

Fabricate

17th

Wall of Stone

Grappling Hook

Beginning at 3rd level, while you are wearing armor you have a magical arm-mounted grappling hook.

As a bonus action, you can fire your grappling hook at a point you can see within 30 feet of you, provided you have a free hand.

When fired, the hook harmlessly attaches itself to the surface of any object, creature, or terrain you specify and connects you to the point of impact via a magical cord, which you can use as if it were an ordinary hemp rope.

An unwilling creature can make a dexterity saving throw against your spell save DC to avoid the grappling hook.

While the hook is attached to a surface, you can retract and extend the cord by any amount you specify as part of the bonus action used to fire your grappling hook, or as a bonus action on another turn, allowing you to harmlessly propel, lower, or hoist yourself as needed.

Your cord has a maximum length of 60 feet.

You can safely detach the cord from the arm-mount at any time, no action required.

A cord not attached to your arm-mount remains for 1 minute, before it magically disappears.

The arm-mount disappears if you unequip your armor, or if you die.

Twin Hook

Beginning at 7th level, you can use an action to fire a special twin grappling hook, which has a hook on both ends of the cord.

You fire the two grappling hooks as normal, but the distance between the two hooks must not exceed the maximum length of your cord.

Connected objects and creatures of size Medium or smaller are sent flying towards the opposite end of the cord.

Meat Hook

Starting at 11th level, whenever a grappling hook hits a creature, you can choose to deal piercing damage to that creature equal to your wisdom modifier.

Long Hook

Beginning at 15th level, you can fire your grappling hook at a point within 60 feet rather than a point within 30 feet. Additionally, the maximum length of your Extend option is increased to 120 feet.


Sorcerer - Bloodline Magic / Sorcerous Origin Spells

This is an optional set of rules, which gives every pre-TCoE sorcerer archetype their own origin spells.

Sorcerer - Wild Magic Revised

The DM no longer has input on when this subclass is allowed to function. Any mention of “The DM” or “Dungeon Master” has been removed.

Tides of Chaos will always trigger on the next spell you cast of first level or higher.

The Wild Magic Surge d20 will always be rolled when a spell of first level or higher is cast.

Whenever such a die is rolled and no surge occurs, the DC increases by +1, and the DC is reset to 1 when a Wild Magic Surge naturally occurs. Tides of Chaos does not reset this DC.

So your magic becomes progressively more unstable the more you use it without having an accident.

Wild Magic Surge and Tides of Chaos can both trigger a surge on the same casting of a spell of first level or higher.

These two simultaneous surges cannot provide the same effect. If you happen to roll the same thing on both surges, reroll the second surge until a different result occurs.
Although both surges happen simultaneously, you get to decide the order of the surges’ effects, simply for making gameplay run smoother.

Any spell effect from a surge can be counterspelled; if two effects occur simultaneously you can choose which one to counterspell.

Any spell effect can also be dispelled with dispel magic.

If you roll “Cast a 3rd level fireball centered on yourself” and everyone in the party dies, we will have a funny little “so in that parallel universe everyone died, but thankfully that didn’t happen in our universe” and instead you and you alone simply drop to 0 HP from a minor explosion in your face that only hit you.


Warlock - Pact of the Seer

Your patron bestows you with a deck of cards designed for performing divinations.

You learn the Augury spell and you can cast it at will without expending a spell slot, using and consuming a card from the deck as the material component. When cast in this way, Augury always gives you an accurate reading and its casting time is one action.

The deck contains a number of cards equal to your proficiency bonus. The deck refills itself at the end of a long rest.

If you lose the deck, a new one appears before you after you finish a long rest.

Warlock - Pact of the Host

Your patron bestows you with a semblance of their power by mutating your body into a reflection of their will.

When you select this pact, your body undergoes permanent mutations, as you become a living host of your patrons design. You gain 2 additional Invocations Known, which do not count against your number of Invocations Known.

These additional Invocations Known must be used to pick Invocations that have this pact as a prerequisite.

Additionally, while a creature can see your mutated form, you have advantage on all charisma (Intimidation) checks against that creature, but have disadvantage on all charisma (Persuasion) checks against that creature.

Invocations

Gambler of Fate

Requires Pact of the Seer

As a bonus action when you cast a warlock spell of first level or higher on a creature, you can consume a card from your deck to make a gamble on the fate of that creature.

Choose Weal or Woe, for success or failure respectively.

If the outcome of that creature's next attack roll matches your bet, then you recover two consumed cards from your deck. If you bet wrong, you consume one additional card from your deck.

Glimpse the Future

Requires Pact of the Seer

When you or a willing creature within 30 feet of you fails an ability check or a saving throw, you can use your reaction to consume a card from your deck. Doing so turns the failure into a success, as the failure you witnessed was but a vision of things to come.

Echoes of Destiny

Requires level 5, Pact of the Seer

You can cast Divination without expending a Warlock spell slot once per long rest, using your deck as the material component. When cast in this way, Divination always gives you an accurate reading and does not consume your material component.

Death Diviner

Requires level 7, Pact of the Seer

As a bonus action, you can consume two cards from your deck to mark a creature you can see with a timer. The timer starts at three and at the end of that creature’s turn, the timer goes down by one, dealing 1d4 necrotic damage to that creature. When the timer reaches zero, it instead takes 5d12 necrotic damage. If this timer reduces a creature's hit points to zero, you regain two consumed cards.

A creature cannot be marked by a new timer before the old timer has expired and you may only have one active timer at a time.

Winds of Change

Requires level 7, Pact of the Seer

You can cast Commune without expending a Warlock spell slot once per long rest, using your deck as the material component. When cast in this way, Divination always gives you an accurate reading and does not consume your material component.

Assure Demise

Requires level 9, Pact of the Seer

When a creature you can see succeeds on an ability check or a saving throw, you can use your reaction to consume 2 cards from your deck. Doing so causes the creature to fail instead, as you act to alter your vision of the future.

Delay the Inevitable

Requires level 12, Pact of the Seer

As an action you select a willing creature, other than yourself, which you can see within 30 feet of you. You then consume any number of cards from your deck that you want. Your target cannot die for a number of rounds equal to the number of cards you consumed, but they must still make death saving throws if they have 0 health.

Arboreal Dominion

Requires Pact of the Host

You mutate to gain a climbing speed equal to your walking speed and you can climb on difficult surfaces, including upside down on ceilings, without having to make an ability check. Additionally, your maximum jumping distance increases by a number of feet equal to your Charisma modifier.

Beast of War

Requires Pact of the Host

You mutate to gain natural weapons. You learn the Primal Savagery and Thorn Whip cantrips and you can cast them as warlock spells. Additionally, when you cast one of these spells, you may add your charisma modifier to its total damage dealt.

Heartless

Requires Pact of the Host

You mutate, letting you cast Feign Death on yourself at will and increasing your Hit Point maximum by 2 for each level you have in this class.

Terror from the Deep

Requires Pact of the Host

You mutate to gain a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you can add your Charisma modifier to any dexterity (Acrobatics) check you make against being grappled.

Bone Gnawer

Requires level 5, Pact of the Host

You mutate in such a way as to allow you to devour and digest bones. As an action, you can devour a corpse. Doing so heals you for a number of hit points equal to the deceased creature’s maximum number of hit dice.

Nocturnal Prowler

Requires level 5, Pact of the Host

You mutate to become a stalker of the night. You can add your charisma modifier to any dexterity (Stealth) check you make. Additionally, while in dim light or darkness, you can take the Hide action as a bonus action.

Tomb Digger

Requires level 5, Pact of the Host

You mutate to gain a burrowing speed equal to half your walking speed and you gain tremorsense out to a range of 20 feet.

Monstrous Might

Requires level 7, Pact of the Host

You mutate, allowing you to add your charisma modifier to your strength (Athletics) checks. Additionally, you can attempt to grapple a creature within 5 feet of you as a bonus action.

Horrific Weaver

Requires level 7, Pact of the Host

You mutate, letting you cast Web without expending a Warlock spell slot once per short rest. Additionally, you ignore movement restrictions caused by webbing, and while in contact with a web, you know the exact location of any other creature in contact with the same web.

Adaptive Strain

Requires level 9, Pact of the Host

You develop an adaptive mutation to protect you from harm. After you take acid, cold, fire, lightning, poison, or thunder damage, you gain resistance to that damage type for 1 minute.

Inhuman Agility

Requires level 9, Pact of the Host

You mutate, allowing you to take the Dash action as a bonus action. Additionally, your speed increases by 10 feet.

Petrifying Gaze

Requires level 12, Pact of the Host

You mutate, allowing you to cast Flesh to Stone without expending a Warlock spell slot once per long rest.

Ruler of the Skies

Requires level 12, Pact of the Host

You mutate to gain a flying speed equal to your walking speed.

Unstoppable Horror

Requires level 15, Pact of the Host

You mutate to host a symbiote within you, which carries your mind and memories and can manifest a new body in case of your death. When you die, you Reincarnate as a humanoid creature of your patron’s choosing a day after your death.

This effect may only occur once per week.

Warlord - Zero Magic Support (Homebrew Class)

Link here.