Bonus Level Up Perks Vol 2
Bonus Level Up Perks Vol 2
PERKS 2.0
BY THE DUNGEON COACH
Contents Tier 3 11
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Credits
Creator: The Dungeon Coach – Alan Bjorkgren
Homebrew Council
Purius, Pagnabros, DarkAbyssKeeper
Editing / Proofreading
Nexus_2u, Sky Fonte, Andrej Panfilov
Graphics and Original Art
AvalonInk (www.avalonink.com )
bug (https://scatterbugjcntq.wixsite.com/bugarts)
Victronicon, Wass, Undercatt3000, ArdisFoxx, Lemon
Version 1.0
DC Tip: The Psion is a unique Class that uses their minds for
Paladin telekinesis, telepathy, and more. They are not a “Full Caster”
but instead have a Psionic Energy Die System and are highly
Elemental Smite: You can change the damage type of your customizable. Check out the class for yourself on my website
smites to another (once this perk is given, your smites can here: https://thedungeoncoach.com/products/psionic-class
deal Radiant damage or the selected element type).
Smite Wave: You can now smite creatures from afar. You can Use code: PsionDC50 to get 50% off either Psionic PDF
extend the range of your melee attack to 30/60 whenever you
attempt to smite a creature, burning the spell slot only if you
hit. Roll your smite damage as usual and add your Charisma
Modifier; your weapon’s damage die is ignored.
Ranger
Ambush Tactics: If you are hidden when you roll initiative,
Zealot’s Blessing: You can now imbue others' weapons with making an attack during the first round of combat does not
your own use of Divine Smite. You expend a spell slot and reveal your location if you otherwise fulfill the conditions
touch an ally’s weapon. The next hit they land deals bonus needed to hide. You are revealed if you make any attacks on
Radiant damage equal to the damage of your Divine Smite. following rounds.
Trapsmith: You can use your Spell Save DC instead of the
DC of ball bearings, caltrops, hunting traps, and other
traps you place.
• Expand: Let the player be empowered with some options of
creating their own traps, damage thresholds, conditions, or
other effects.
Two-Weapon Specialist : When you engage in Two-Weapon
Fighting, you can use this feature (for example Planar
Warrior, Hunter’s Prey) as part of the same Bonus Action you
use to make the attack.
Sorcerer
Additional Metamagic: You gain an extra Metamagic option.
• Expand: You gain access to ALL Metamagic options.
Seer: When you sleep, you gain the insight available from
Legend Lore, however, you have no control over this effect, and
the subject is something random about your origin of magic.
Sorcerous Recovery: You dig deep into your internal magical
power on a short rest that you spend doing nothing but
focusing on recharging (whatever RP style that makes the
most sense for your character), and you regain 1/2 your level
Warlock
Eldritch Cantrips: Eldritch
in Sorcery Points 1/LR.
Invocation features that
require Eldritch Blast now
work for all damage dealing
cantrips, not only Eldritch Blast. In
addition, when you cast a cantrip that
requires an attack roll, you can choose to make a
separate attack roll for each damage increment when you are
5th level or higher.
Inner Power: You can choose to expend one Hit Die whenever
you cast a spell. Roll the die, and add the result to one roll of
the spell. That roll must restore HP or deal damage. You can
choose to roll the die after you roll the damage or the healing
for the spell.
Invocation Mastery: Wherever you cast a spell using an
Eldritch Invocation, you can also cast a cantrip of your choice
as a Bonus Action. You can use this feature a number of times
equal to your prof. bonus, and you regain all uses at the end
of a long rest.
Armorer
Transform Armor: As an action, you can change your
armor model.
Artillerist
Concealable Cannon: When creating an Eldritch Cannon, you
can choose to create it in an ordinary form. While in this
form, unless creatures are alerted or have a good reason to
doubt you, you succeed automatically on Deception Checks to
make the Cannon pass as an innocuous item.
Battle Smith
Automatic Defender: You can command your Steel Defender
as a free action.
College of Eloquence
Extended Eloquence: When you use your Unsettling Words
feature, the effect lasts for 1 minute.
• Expand: Increase time to 1 hour, 1 day, etc.
College of Glamour
Stylish Encouragement: If you use
Mantle of Inspiration on a creature
with an unspent Bardic Inspiration die, that creature
also deals extra damage equal to your Charisma modifier
(minimum of +1) on the next attack it makes until the end
of its next turn.
• Expand: Charisma modifier is added to both the attack
and damage rolls.
College of Lore
Cut Through: Your Cutting Words feature can be used on
creatures who are immune to being Charmed.
College of Swords
Flourish Flurry: When you use your Blade Flourish ability,
you can impose two effects at the same time. Once you use
this ability, you can’t use it again until you finish a long rest.
College of Valor
Armored Allies: When an ally uses one of your Bardic
Inspiration dice to increase their AC, you may spend your
Reaction to increase your AC by the same amount until the
start of your next turn.
College of Whispers
Just the Wind: If you attack a surprised creature, your
Psychic Blades erase the memory of your attack from their
mind. You can immediately hide from that creature as a
free action.
Light Domain
Blinding Light: When you use Radiance of the Dawn, all
targets that fail the Con Save are also Blinded for 1 minute
and must repeat this save at the end of each of their turns.
Success: The effect ends.
War Domain
Battle Priest: While you are concentrating on a spell, you gain
a +1 bonus to all saves and damage rolls that you make.
Echo Knight
Projection of One's Self: If you hit a creature with an attack,
the next attack roll you make against that creature with your
Unleash Incarnation feature before the end of your next
turn has ADV.
Eldritch Knight
Lingering Arcane Energy: When you cast a spell while holding
your bonded weapon, it becomes charged with arcane energy.
The next time you hit a target with an attack made with your
bonded weapon before the end of your next turn, the target
takes an extra 1d6 Force damage.
Psi Warrior
Psychic Feedback: If you ever use your Protective Field feature
and it reduces the damage you take to 0, the attacker must
make an Int Save vs your Psionic Save DC (8 + prof. bonus
+ Intelligence modifier). Failure: They take an amount of
Psychic damage equal to the amount you reduced.
Way of Mercy
Warding Hands: When you use your Healing
Hands feature, you may grant the
target Temp HP instead of restoring
HP. While they have these
Temp HP, a creature is resistant
to Necrotic damage.
Oathbreaker
Dreadful Attacks: Your weapon attacks deal an extra 1d8
Necrotic damage to all targets Frightened by your
Dreadful Aspect.
Oath of Vengeance
No Rest for the Wicked: You can use the Dash Action as a
Bonus Action, but you must move toward the creature that
you used your Vow of Enmity on. If you do so, your weapon
attacks deal an extra 1d6 damage to this creature until the start
of your next turn.
Oath of Redemption
Pacifist, Not Weak: If you damage a creature that has already
attacked you, but that you have not targeted with a spell,
attacked or dealt damage to during this combat, you deal an
additional 2d6 Radiant damage. You can use this feature only
once per combat.
Monster Slayer
Battle Preparation: As a Bonus Action, you can
make an Investigation or Insight Check against a
DC equal to 10 + half the target's CR (rounded
down). Success: You can learn one of the
following attributes about the
target: damage vulnerabilities,
damage resistances, damage
immunities, condition immunities, or one of
the creature's traits or actions.
Swarmkeeper
Buzzing Swarm : Any creature
of your choice that starts its turn
within 5ft of you must make a Con
Save against your Spell Save DC.
Failure: The creature is Deafened
and cannot use its Reaction until the
end of its next turn.
Assassin Swashbuckler
One on One: As a Bonus Action, you declare a duel with a
Nothing Escapes my Eyes: When you successfully locate a
selected target. When you are in combat with a creature and
hidden creature using the Search Action, you have ADV on
no other allies are within 10ft of you or make any attacks
the next attack roll against it until the end of your next turn.
against this target, you gain a bonus to your AC, attack rolls,
and damage rolls equal to your Charisma modifier. You can
Mastermind use this ability 1/LR.
Tactical Hit: When you take the Help Action to aid an ally by
distracting a creature, their attack made with ADV deals an Thief
extra die of damage.
Parkour: You gain the ability to move up, down, and across
horizontal surfaces without needing your hands. You must
Phantom succeed on a DC 15 Acrobatics Check to do so. You can only
gain this benefit while moving across a distance equal to your
Friendly Whispers: You can also use your Whispers of the movement speed. If you are still moving across a horizontal
Dead feature on an ally during a short or long rest granting surface longer than your movement speed, you begin to fall
them the same skill or tool proficiency of your choice. and must use your hands again.
Clockwork Soul
Planar Approximation: When you deal damage to a creature
or a creature within 60ft of you that you can see deals damage
to you, you can choose to round that damage up or down to
the closest tens digit. You can use this feature a number of
times equal to your Charisma modifier or your prof. bonus,
whichever is higher, and you regain all expended uses when
you finish a long rest.
For example, if you deal 16 damage to a creature, you can
choose to change that damage to 20 or 10 (your choice).
Divine Soul
Intervention: You can expend 1 Sorcery Point to use your
Favored by the Gods feature again.
Draconic Bloodline
Draconic Affinity: You gain the Transmuted Spell metamagic
option. If you already have that metamagic option, you can
pick a different one. If you use it to change the damage type of
a spell that you cast to one that matches your Dragon Ancestor
feature, you don’t need to expend a Sorcery Point.
Shadow Magic
Hindering Shadows: Lightly and heavily obscured squares
within 15ft of you count as difficult terrain for hostile creatures.
Storm Sorcery
Natural Winds: You can expend 1 Sorcery Point to use
Tempestuous Magic as a free action.
• Expand: When you cast a spell of 1st-level or higher you
are automatically granted 10ft of free fly speed until the start
of your next turn (or more as higher level bonus perks).
Wild Magic
Chaos Tap: You can expend 1 Sorcery Point to use your Tides
of Chaos ability again.
Angelic Protection: Whenever you regain HP, you regain DC Tip: Only allow spells to be asked for that makes sense
additional HP equal to your prof. bonus. for their specific patron.
The Undying
Reverse the Dying: If you cast Spare
the Dying on a stable Unconscious target,
the creature makes another Death
Save. If the result of the d20 roll is
11 or higher, they come back to
consciousness at 1 HP.
School of Divination
Unreliable Prediction: At the end of a long rest, the GM also
rolls a Portent Die. You don’t learn the outcome of this roll
but you can replace any d20 roll with a result between 5 and
15 made by you or a creature you can see, with this roll.