HB Homebrewsubclasses
HB Homebrewsubclasses
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All barbarians are beings of incredible strength and power, but few are fueled by
the raw, crashing force of shooting stars. Comets and meteors scour through the
cosmos as hurtling beacons of might that these barbarians aspire to be. Through
ancient rituals and rites, they unlock wells of power and channel the very same
energy as the stars themselves.
As an action or as part of the bonus action you take to enter your rage, you can
choose to emit bright light within 15 feet of you and dim light for an additional
15. You may use an action to stop emmiting light.
This damage has the siege property, dealing double damage to objects and
structures.
When you enter a rage, you become a shining bastion of power and glory. While
raging, allies within 15 feet you, including you, are under the effects of Beacon
of Hope.
When an ally within 60 feet of you fails a Strength or Constitution check or saving
throw, you may grant them a bonus to their roll equal to your own Strength or
Constutution modifier. You may use this feature an amount of times equal to your
proficiency bonus and you regain all expended uses of it when you finish a long
rest.
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Additionally, when you you crash into a creature or object with your Impact Event
feature, you may choose to make all creatures and objects within 15 feet to make a
Constitution saving throw (DC = 8 + your Strength modifier + your profiency bonus).
On a failed save, they take either fire, cold, or radiant damage (your choice)
equal to the amount of damage done by your Impact Event feature, or half as much
on a success. If you reach 6d6 damage, you may choose to increase the area of
effect to a 30 foot radius. When you increase the range to 30 feet, the first 15
feet become difficult terrain as you crack the earth beneath your feet.
You may use this feature an amount of times equal to your proficiency bonus and you
regain all expended uses of it when you finish a long rest.
\page
The road to strength is paved in the blood and bones of enemies. The mind is
nothing more than a distraction, useless in combat. Only pure, mindless instinct to
destory can break the gates of Heaven. Consequences be damned.
<div class='descriptive'>
“Weeping mother of chaos! Give me the strength to set my eyes firmly upon the
horizon. If I look back, quickly cleave my head from my shoulders!”
</div>
### War form
At 3rd level you have learned to unlock your full potential, allowing you to ascend
to a vicious, mindless war form when you rage.
When you rage, you may choose to enter your war form, growing in size and weight.
You may choose one of the following options.
**Large:** You grow to size Large. Your Intelligence and Wisdom are reduced by 2.
Your melee attacks deal an extra 1d6 fire or thunder damage to a target on a hit.
Your reach increases by 5 feet.
**Huge:** You grow to size Huge. Your Intelligence and Wisdom are reduced by 4.
Your melee attacks deal an extra 1d8 fire or thunder damage to a target on a hit.
Your reach increases by 10 feet.
While in your War Form you may use your Strength modifier instead for Intelligence,
Wisdom, and Charisma saving throws.
At 6th level you have become fluent in the one language all things know: violence.
You can speak and read all languages, but only in relation to violence and your
most base and selfish interests and desires.
When rolling for initiative, you immediately learn why the creature is fighting and
what it will take to make them yield.
When you force creatures to make a Morale Check, they reduce their roll by a number
equal to your proficiency bonus. If you are below half of your maximum hit points,
this penalty is increased by half of your proficiency bonus, rounded down.
A creature can not read your mind if you do not allow them to. If a creature
attempts to charm, frighten, or read your mind, you may
use a reaction to deal an amount of
fire, force, or psychic damage equal to your barbarian level.
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**Gargantuan:** You grow to size Gargantuan. Your Intelligence and Wisdom are
reduced by 6. Your melee attacks deal an extra 1d10 fire or thunder damage to a
target on a hit. Your reach increases by 15 feet.
<br>
While in your Gargantuan War Form you may use the following abilities.
- **Pluck the stars:** As a bonus action you may collect celestial objects from the
sky. Until the end of your next turn you have an improvised weapon that deals 3d12
fire, cold, radiant, or force damage depending on the celestial object. This weapon
has a throwing range of 60/240.
- **Smash illusion:** When you take the Attack action, you can make an attack
against a spell or magical effect you can see and within your reach. If the save DC
for the effect is less than your attack roll, the effect is dispelled.
- **Lift the Wheel:** As an action you may lift the very fabric of the world
itself. All creatures within 60 feet, or in a 120 foot cone, must make a Strength
saving throw, DC 8 + your Strength score + your proficiency bonus. On a failure,
fall in any direction you choose, up to 60 feet. If they collide with a surface,
such as a wall, they take damage as if falling. On a success, they remain where
they are. Flying creatures do not benefit from their ability for this action.
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\page
## College of Embrace
The College of Embrace focuses on the pure intentions and clarity of
purpose accessed by those deeply in love. To embrace
those who they care for, to feel so deeply and truly, that their magic surges with
a brilliant radiance. Bards that belong to this college are dreamers and the
lovestruck, compelled to commit themselves fully to admiring, helping, and
protecting those they care for most, most often their family, dear friends, and
romantic partners.
Sometimes, the lovers and suitors of archfey may pursue this path to vie for their
attention.
At 3rd level, you learn an additional spell when you reach certain levels in this
class, as shown in the College of Embrace Spells table. The spell counts as a
ranger spell for you, but it doesn’t count against the number of ranger spells you
know.
Your movement speed increases by 10 feet. You can take the Dash or Disengage action
as a bonus action.
**Shimmering shield.** As a bonus action you can expend 1 use of your Bardic
Inspiration to grant yourself an amount of temporary hit points equal to 1 + the
number rolled on your Inspiration Die. You can grant these temporary hit points to
all allies within 10 feet.
These temporary hit points last for 1 hour before disappearing.
**Gleaming quill.** When you successfully make an attack, you can expend 1 use of
your Bardic Inspiration to cause the attack to surge with light, dealing an amount
of radiant damage equal to the number rolled on your Inspiration Die. You heal
yourself and all allies within 10 feet for an amount equal to the radiant damage
dealt.
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**Credit:** Xayah and Rakan
 
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Whenever you or an ally within 30 feet casts a spell with a range of self or touch,
you can spend a Bardic Inspiration Die to bridge the magic, allowing both of you to
benefit from the same spell. Whoever cast the spell maintains concentration for
both of you.
**Swift wings.** As a bonus action you can teleport to within 5 feet of an ally you
can see who is within 40 feet if they have temporary hit points or are bloodied.
If you are bloodied, this range increases to 80 feet.
**Give it all you've got.** Whenever you use your Fey Feather ability, you roll
your Inspiration Die 2 times instead of 1.
\page
The College of Embrace focuses on the pure intentions and clarity of
purpose accessed by those deeply in love. To embrace
those who they care for, to feel so deeply and truly, that their magic surges with
a brilliant radiance. Bards that belong to this college are dreamers and the
lovestruck, compelled to commit themselves fully to admiring, helping, and
protecting those they care for most, most often their family, dear friends, and
romantic partners.
Sometimes, the lovers and suitors of archfey may pursue this path to vie for their
attention.
Your movement speed increases by 10 feet. You can take the Dash or Disengage action
as a bonus action.
**Shimmering shield.** As a bonus action you can expend 1 use of your Bardic
Inspiration to grant yourself an amount of temporary hit points equal to 1 + the
number rolled on your Inspiration Die. You can grant these temporary hit points to
all allies within 10 feet.
These temporary hit points last for 1 hour before disappearing.
**Gleaming quill.** When you successfully make an attack, you can expend 1 use of
your Bardic Inspiration to cause the attack to surge with light, dealing an amount
of radiant damage equal to the number rolled on your Inspiration Die. You heal
yourself and all allies within 10 feet for an amount equal to the radiant damage
dealt.
**Give it all you've got.** Whenever you use your Fey Feather ability, you roll
your Inspiration Die 2 times instead of 1.
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**Credit:** Xayah and Rakan
 
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You swirl with radiant energy and teleport to a point within range that you can
see. Creatures of your choice within 10 feet must make a Constitution saving throw.
On a failure, they take 5d6 radiant damage and are blinded until the end of their
next turn.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or
higher, you deal an additional 1d6 radiant damage.
#### Starstuck
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M
- **Duration:** Concentration, up to 1 minute
- **Classes:** Bard, Sorcerer, Warlock
As an action you can cause yourself to overflow with gleaming life magic,
supercharging your body and beguiling those around you.
Until the spell ends your movement speed is doubled, you gain a +2 to your AC, and
you have advantage on Dexterity and Charisma saving throws.
You glow bright light within 10 feet and dim light for an additional 10 feet. When
a creature enters this bright light for the first time on a turn, or starts their
turn here, you can force them to make a Charisma saving throw. On a failure, they
are knocked prone and Distracted by you. A creature can reattempt this saving throw
at the end of each of their turns.
\page
<div class='descriptive'>
##### Manual of Hands and Feet
"Regretfully I know little of this rare internal technique other than one learns it
over many years by listening to certain resonances of the wind.
Extended practice is very difficult, but makes the body extremely light, so much
that it seems to ignore the common properties of gravity.
There are rumors that masters of this technique can balance their whole weight on a
single leaf, walk on water, or even fly. I would have inquired more about its
properties but the only master I was able to reliably locate mocked me for my lack
of knowledge shortly after I came upon him in a bamboo grove, at which he bounded
away, propelling his whole body off the forest with only light touches of his
fingertips.”"
</div>
### Aerodynamics
At 6th level you have learned a variety of maneuvers that utilize your newfound
weightlessness, allowing you to control and shape the air around you.
**Cyclone.** When you take the Disengage action you may spend 1 ki point to force
creatures of your choice within 5 feet to make a Strength saving throw. On a
failure, the creature is pushed back up to 15 feet. On a success, they remain where
they are.
**Tempest.** When you take the Dash action you may spend 1 ki point to surround
yourself in powerful jetstreams, allowing you to move through another creature’s
space. When you do so, you may force the creature to make a Strength saving throw.
On a failure, they are knocked prone.
**Typhoon.** When you take the Dodge action you may spend 1 ki point to add your
proficiency bonus to your Armor Class until the start of your next turn.
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Additionally, you ignore the effects of extreme wind, such as the Gust of Wind
spell or a dragon's wing attack.
- You may spend 5 feet of movement to escape non magical restraints and grapples.
- When you take the Dash, Disengage, or Dodge action on your turn you gain a flying
speed for the rest of your turn.
- As a reaction to when a creature ends its turn within 5 feet of you, you may take
the Disengage action and move up to your movement speed.
\page
<div class='descriptive'>
##### Manual of Hands and Feet
*"A peculiar internal style with very narrow application, and one almost solely
focused on defensive techniques. Practiced by most angels, it is almost entirely
focused on getting close enough to a foe to subdue him without harming him, with
maximal speed, safety, and precision.*
*The student of this school is taught to endure all kinds of harm, hardship, and
exhaustion in the pursuit of his quarry, and in doing so develops a truly unique
constitution, resiliency, and ability to channel internal force.*
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Billion Demons
 
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sp; by Tom
Parkinson-Morgan
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**Detain:** As a reaction to when a creature attempts to leave your reach, you may
spend 1 ki point to make a grapple attempt on them. Creatures provoke this an
attack of opportunity even when they take the Disengage action.
**Staggering blow:** As a bonus action when you make a successful melee attack you
may spend 1 ki point to force the creature to make a Wisdom saving throw. On a
failure, the creature’s speed is halved, it loses its reactions, and may only use
an action or bonus action on its next turn. This effect ends at the start of your
next turn.
- You gain an amount of temporary hit points equal to your monk level that last
until you leave this stance.
- You have advantage on all checks and saving throws to remain standing where you
are. If you would be forced to move, you are moved half as far. If you would be
knocked prone, you may use your reaction to remain standing.
- You can use your reaction to deflect melee attacks. When you do so, the damage
you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk
level. You may spend additional ki points to reduce the damage further by another
1d10 + your Dexterity modifier for each ki point spent.
If you reduce the damage to 0, you may force the creature to make a Strength saving
throw. On a failure, the creature drops their weapon.
This stance lasts for 10 minutes or until you fall unconscious. You may choose to
end this stance at any time, no action required.
As an action you may spend 3 ki points to perform a Great Chariot Cannon. All
creatures in a 15 foot cone must make a Dexterity saving throw. On a failure, a
creature takes 3d10 + your monk level of force or radiant damage. On a success they
take half as much damage.
You may choose to spend an additional 5 ki points to tap into your reserves. When
you do so, all creatures within a 15 feet wide, 60 feet long line must also make a
Constitution saving throw. On a failure, you deal an amount of force or radiant
damage equal to 10 x the amount of days since you last used your reserves (up to a
maximum of 10 days, for an extra 100 damage).
\page
## Way of Glass
Powerful magic flows throughout the universe, binding all things together in a
great structure known as the Weave. By learning to channel certain harmonic and
discordant energy simultaneously, small slivers of the Weave can be temporarily
fractured to create glass-like shards of reality.
Monks following the Way of Glass have learned to harness these shards of
untapped potential to create small illusions and glass-like facsimiles of
themselves.
As an action you can spend 2 discipline points to cast Disguise Self or Silent
Image. You can spend 3 discipline points to cast Blur, Invisibility, or Mirror
Image.
At 3rd level, you can use a bonus action to magically manifest a splinter of
yourself in an unoccupied space that you can see within 15 feet of you. This
splinter is a magical, realistic image of you that lasts until it is destroyed,
until you dismiss it as a bonus action, until you manifest another splinter, or
until you're incapacitated. An Investigation check against your Discipline Save DC
would reveal the splinter to be made of glass.
Your splinter shares your game statistics and benefits from the magic items you are
attuned to, using them regardless of distance between you. It has 1 hit point, and
immunity to all conditions. It is the same size as you, and it occupies its space.
On your turn, you can mentally command the splinter, no action required, to move up
to your movement speed and take the Dash, Dodge, Disengage, Help, Shove, Grapple,
Use an Object, or Distract action. If your splinter is ever more than 100 feet away
from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your splinter
at a cost of 20 feet of your movement, regardless of the distance between you.
When you take the Attack action any attack you make can originate from your space
or the splinter's space. You make this choice for each attack.
When you use Flurry of Blows, your splinter can make 1 additional attack from their
position.
While your splinter is being used in this way it can be up to 1,000 feet away
without being destroyed.
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As a part of the same bonus action when you create your splinter self, you can
instead create 2 duplicates of yourself. These splinters only last for 10 minutes
before shattering.
You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest. While you have no uses
available, you can spend 2 discipline points to use this feature again.
Your splinters and share a pool of temporary hit points equal to half of your
maximum hit points, rounded down. This pool is refreshed when you have 0 active
splinters.
Additionally, when you use your shattered mirror feature, you can choose to create
3 splinters instead of 2.
\page
The nation of Cedonia is a magocracy, where one's aptitude for magic stratifies
society into its different classes. The nation is ruled over by 3 powerful magic
users, representing might, cunning, and vision. As a way to protect the leaders of
the nation, and take down powerful elites and magical threats without risking
further casualties and collatoral damage, an order of mage hunters was forged.
The Order of the Awakened Eye are known commonly as Blinders for their motto ‘Blind
in the eyes of Justice’, that they are tools and instruments for the will of the
law and their people. This order has since grown in its scope and ranks.
As an action, you can spend 1 ki point to cast Detect Magic and Identify without
verbal or material components. You may also use these spells as a ritual. When you
use these spells, you can tell who or what has cast magic, as well as who or what
has had magic cast on them, within the past hour.
#### Ki Features
**Silenced mind.** You can shield your mind from the awareness of others. By
expending 2 ki points you become immune to any effect that would read your mind or
magically sense your emotions for the next hour.
Additionally, you have advantage on saving throws against spells to influence your
mind or emotions, such as Zone of Truth or Calm Emotions.
When you reduce the damage to 0, the magic is dispelled. Alternatively, you may
spend a ki point to absorb its magical properties and infuse your unarmed strikes
with this elemental damage type for the next 30 seconds. When doing so, add an
additional martial arts die for that damage type when you take the Attack action or
use Flurry of Blows.
#### Ki features
**Shielded soul.** You have learned to strengthen yourself against the arcane and
its many forms. As an action, you can spend 2 ki to become resistant to a damage
type for the next 10 minutes: acid, cold, fire, force, lightning, psychic,
necrotic, radiant, or thunder.
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Additionally, you may expend 3 ki to cast Dispel Magic without requiring verbal or
material components.
#### Ki features
**All seeing eyes.** You have learned to gaze past all illusions. You can expend 4
ki points to cast True Seeing on yourself without requiring material components.
**Banishing strike.** When you use Flurry of Blows on an extraplanar creature, you
may spend an additional 3 ki in an attempt to drive them out. They must make a
Charisma saving throw or become banished from the current plane of existence you
are on and return to their home plane.
**Unyielding form.** Your body is yours and yours alone. As an action or reaction,
you can expend 3 ki to become immune to paralysis, petrification, and polymorph for
1 minute.
When targeting a creatures spellcasting, the target creature must make a Wisom
saving throw. On a failure, they lose access to an amount of spell levels equal to
your Wisdom modifier, starting from their highest spell level and working down. On
a success, they lose access to their two highest spell levels. For example, if a
creature can cast a 9th level spell and they succeed on a save, they could only
cast up to 7th level spells.
Additionally, you are always under the effects of the Nondetection spell, making
you immune to Divination magic and magical sensors.
#### Ki features
**Nullifying presence.** Your mind, body, and soul are a void in the Weave and you
can expand this nullifying aura outwards. By expending 3 ki you may touch a
creature and end one of the following effects on them: charm, paralysis,
petrification, possession, or a curse, including an attunement to a cursed item.
\page
The nation of Marai is entrenched deep within the swamps of the south,
harboring all sorts of powerful and dangerous magical plants. While much is used
for all sorts of potions and poisons, some rangers take up the deadly crawling
plants and vines that lurk within its depths. These vicious and insidious plants,
classified as the Evergreens for the constant feeding, are among the most dangerous
plants in the region.
These rangers form a symbiotic relationship with plants, carefully tending to and
harboring these parasites for the rest of their lives. In exchange for being a
host, they are repaid with protection and control over the Evergreen, turning them
into rugged survivalists with the inhuman ability to survive and thrive in even the
harshest environments.
At 3rd level, you learn an additional spell when you reach certain levels in this
class, as shown in the Evergreen Harvester Spells table. The spell counts as a
ranger spell for you, but it doesn’t count against the number of ranger spells you
know.
Starting at 3rd level you gain proficiency in the herbalism kit and poisoners
tools.
Starting at 3rd level you have bonded with a symbiotic vine that wraps across your
arms, shoulders, and traces down your spine. As a result, you gain the following
effects.
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You can use these evolutions a number of times equal to your proficiency bonus and
you regain all expended uses of it when you finish a long rest.
**Explosive pods:** Large seed pods develop along your arms and back. These pods
are highly susceptible to vibration and sound and can be planted as mines. When
planted, a creature who enters 15 feet of the pod must make a Stealth check against
your Spell Save DC to not set it off. Any especially loud noise within 30 feet may
set it off as well.
If it is set off, all creatures within 15 feet, besides you, must make a Dexterity
saving throw, dealing 2d8 bludgeoning damage and 2d8 acid damage, or half as much
on a success. This damage increases to 3d8 at 11th level and 4d8 at 17th. The pods
decay after an amount of hours equal to your proficiency bonus.
**Healing pollen:** Flowers bloom across your body, releasing a fine dust of
pollen.
As an action, you release this cloud of healing pollen. Creatures within 5 feet may
roll one of their hit dice to recover hit points, as if taking a short rest, and
heal an additional amount equal to your half of your character level, rounded up.
**Camouflage petals:** Petals fold and cover your body, masking you to your
surroundings. You can attempt to hide when only lightly obscured. Creatures have
disadvantage on Perception (Wisdom) checks that rely on sight or smell against you.
As an action, you can control the petals to make you invisible for a brief moment,
until the start of your next turn or about 6 seconds, as long as you take no other
action in that time.
\page
Becoming an Evergreen host is not a subtle process and can be quite visible. Roll
twice on the table below or choose from the table for possible mutations and
alterations.
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The night is long, the road is winding, and the threats are ever looming. Lantern
Bearer rangers act as guardians and watchmen to all those who travel under the
cover of dark. While the path may be dangerous, the lantern bearers possess a
mystic twilight lantern allowing them to brace against any evil that lurks in the
dark.
As a bonus action, you can choose to brighten or darken your lantern to one of the
two settings for 1 minute.
**Guiding Light.** Your lantern shines bright with purifying light, extending its
bright light up to 30 feet and dim light up to 60 feet. Creatures within the bright
light have advantage on Perception checks.
**Protective Shadows.** Your lantern curls with shadows and gloomy energy to shroud
you and your allies. Instead of emitting any light, the area within 15 feet of you
is cloaked in magical darkness, allowing creatures inside to see normally but
considered heavily obscured to creatures beyond 15 feet. The area up to 30 feet is
considered lightly obscured.
If your lantern is destroyed, you can perform a 1 minute ritual to create a new one
or spend a spell slot as a bonus action to create one.
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Also at 3rd level, you have learned to harness the power within your twilight
lantern. As an action, or as a reaction when an ally within 15 feet would take
damage, and you have your lantern, you can activate one of the following effects.
**Flashbang.** You cause your lantern to surge with a burst of intense light and
sound. You may force any creatures of your choice within 15 feet to make a
Constitution saving throw. On a failure, they are blinded and deafened until the
end of your next turn.
This range increases to 20 feet at 7th level, 25 feet at 11th level, and to 30 feet
at 15th level.
**Shadowbind.** You cause your lantern to unleash binding shadows. You may force
any creatures of your choice within 15 feet to make a Strength saving throw. On a
failure, they are restrained until the end of your next turn.
This range increases to 20 feet at 7th level, 25 feet at 11th level, and to 30 feet
at 15th level.
You may use this ability an amount of times equal to your proficiency bonus. You
regain all expended uses at the end of a long rest. You may expend a spell slot to
regain an amount of uses equal to the level of the spell slot used.
**Shepard's guidance.** As an action, you may shepard your allies away from harm.
Any allies within 30 feet may use their reaction to move up to their movement speed
as if they took the Disengage action.
**Twilight tether.** As a reaction when you or an ally within 30 feet teleport, you
may create a spectral tether, sending a willing creature within 30 feet of you
along for the teleport.
**Beacon of light.** Creatures of your choice who start their turn within range of
your Guiding Light can add 1d4 to attack rolls and saving throws. This light counts
as daylight and dispels any darkness spell of a spell slot lower than your
proficiency bonus.
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## Heartseeker archetype
Literally.
When you choose this archetype at 3rd level, you gain proficiency with the disguise
kit, one gaming set of your choice, and two languages of your choice.
<br><br>
**Credit:** Mr. Hyde by Cheezedark
If the creature fails, they are knocked prone and are frightened of you until the
end of your next turn. If the creature fails by 10 or more, they are instead
stunned until the start of your next turn. Once a creature fails this saving throw,
they are immune to this effect for the next hour.
While you are in possession of their heart, the creature is charmed by you.
You can possess an amount of hearts equal to your proficiency bonus at a time and
can store or retrieve stolen hearts from a small, harmless demiplane. A heart can
take on a number of alternate appearances, such as beautiful tarot cards depicting
their owner, but always unmistakable in value and importance.
As an action, you can crush the creature's heart, instantly killing them. If a
heart is not returned within 7 days it instantly teleports back to its owner. It
can also be returned as an action.
This ability does not work on creatures who do not have a heart or soul, such as
most constructs or undead.
At 13th level your manipulation of hearts, both literal and metaphorical, has given
you an uncanny certainty on yourself and others. You are immune to being charmed
and Insight checks against you are made with disadvantage.
Additionally, you can spend 1 minute blending into a group or crowd to create a
disguise if you do not already have a suitable one. Once you have disguised
yourself in this way you do not need to be unseen to take the Hide action as long
as you are blending in with that group or crowd.
### Heartbreaker
At 17th level you have perfected your art, allowing you to bask in adoration and
fear in equal measure. When you use your Heart Thief feature, you can force up to
10 creatures of your choice within 30 feet to make a Charisma saving throw.
On a failed save, the targeted creatures are frightened of you for 1 minute. They
may reattempt this save at the end of their turn. You gain a number of temporary
hit points equal to 3 x the amount of creatures who failed.
You may use this feature an amount of times equal to your Charisma modifier
(minimum of once) and you regain all expended uses of it when you finish a long
rest.
\page
Ravagers are warriors who cultivate evil and corrupting magic, willingly cursing
themselves to fuel their ambitions. They are ruthless killers who hold a wide array
of forbidden rituals and knowledge. Such intense power suffuses their body,
granting them incredible abilities at the price of their own mind, body, and soul.
<div class='descriptive'>
“There are among men who vie for the Crown of the World men who cultivate evil
Atum, who break the meridians and suck out the marrow of other men, who participate
in blood alchemy and all kinds of dark and malicious alignments.
These men are the most powerful among immortals, but they are not to be envied.
They are piteous, broken things that must be destroyed with exceeding force
whenever they crawl out of their stinking holes. If one were to sit upon the Great
Chariot of the Red City, it would be a most terrible thing indeed.”
Additionally, you are immediately aware of any cursed objects within 60 feet of
you. By observing the object for 1 minute you understand the general nature of
their curse.
You are also immediatly aware if an area has been desecrated, such as through the
Hallow spell.
By observing a creature for 1 minute, you can determine if they are cursed or
diseased and the nature and characteristics of their affliction.
**Bloodlust.** The thrill of combat is its own reward. Whenever you kill a creature
you gain temporary hit points equal to your fighter level.
You may use this ability an amount of times equal to your proficiency bonus. You
regain all expended uses after a short or long rest.
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
**Blood alchemy.** You gain proficiency in the Medicine skill and alchemist tools.
**Soul binding.** You gain proficiency in the Arcana skill and calligraphy tools.
**Sacrilegious rites.** You gain proficiency in the Religion skill. You learn
Abyssal or Infernal.
When you use your Second Wind, you regrow any lost limbs. Additionally, you may
cure yourself of any 2 of the following effects:
- Blindness
- Deafness
- Paralyzed
- Poisoned
- Any effect reducing your ability scores
- Any effect reducing your maximum hit points
\page
**Willbreak.** You shatter your opponent's resolve. You ​ reduce their Armor
Class by 2 until the start of your next.
**Fatigue.** You make the creature tired and lethargic. The creature can not take
reactions and has their speed reduced by 15 until the start of your next turn.
**Fragile.** You tear away at the creature’s natural defenses from harm. Attacks
against them treat resistance as normal until the start of your next turn.
As an action you can unleash a storm of attacks upon your enemies. You force any
number of creatures within 30 feet to make a Constitution saving throw, using the
same save DC as your Cruelty feature.
Once you use this feature you must complete a long rest before you may use it
again.
<div class='descriptive'>
“Listen well, peasant girl. The time is long past I teach you the ultimate
technique, as I have promised.
The only thing you must understand about this technique is it is purely for
killing. This is the cut of no cuts, the form of no form. It doesn’t have a name.
There is no school it belongs to. There is no master it belongs to, not even you.
There is no purpose it belongs to. It is a poisonous technique, the product of a
thousand venoms distilled from one master to the next, back to the line of the
Gods. All my master used it for is stacking corpses, and his master before him, and
his master before that, and that is all you shall use it for as well.”
</div>
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