*A compiled list of all the various classes and subclasses scattered throughout my ever-growing collection of homebrew. A brief description is included. Their sources are listed with each subclass if they’re not in base 5e* # Classes > *Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dangerous places of the world and take on the challenges that lesser women and men can’t stand against.* > > *Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.* Artificer Barbarian Bard Blood Hunter Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Warlock Wizard **Sources (Classes/Subclasses without notation are in PHB/DMG)** Xanathar’s Guide to Everything (<sup>XGE</sup>) Tasha’s Cauldron of Everything (<sup>TC</sup>) Eberron: Rising from the Last War (<sup>ER</sup>) Sword Coast Adventurer’s Guide (<sup>SCAG</sup>) Explorer’s Guide to Wildmount (<sup>XGWM</sup>) Van Richten’s Guide to Ravenloft (<sup>VRGR</sup>) Fizban’s Treasury of Dragons (<sup>FTD</sup>) Unearthed Arcana (<sup>UA</sup>) Valda's Spire of Secrets (<sup>VSS</sup>) Tome of Heroes (<sup>TOH</sup>) Tasha’s Crucible of Everything Else (<sup>TCEE</sup>) Frontiers of Eberron: Quickstone (<sup>FEQ</sup>) Feywild Companion Guide (<sup>FCG</sup>) Epic Characters Heroes Handbook (<sup>ECHH</sup>) Crystalpunk Campaign Setting (<sup>CCS</sup>) KibblesTasty (<sup>KT</sup>) LaserLlama (<sup>LL</sup>) Xanathar’s Lost Notes to Everything Else (<sup>XLNEE</sup>) Mage Hand Press (<sup>MHP</sup>) Genuine Fantasy (<sup>GF</sup>) Hit Point Press (<sup>HPP</sup>) The Griffon’s Saddlebag (<sup>TGS</sup>) Plus Three (<sup>P3</sup>) Exandria Unlimited (<sup>EXU</sup>) DM’s Guild (<sup>DMSG</sup>) The Ultimate Adventurer’s Handbook (<sup>UAG</sup>) GM Binder (<sup>GMB</sup>) SoManyRobots (<sup>SMR</sup>) ## [[Accursed]] *Afflicted by a horrific curse but finds a way to take control, alleviating the worst of its effects and wielding its power for themselves. **(Source: The Ultimate Adventurer’s Handbook)** *An accursed dedicates their time and willpower to find a way to make the magic of their curse work for them, though each in their own way. Some accurseds experiment in a lab or scour the world for forgotten lore, trying to find a ritual or alchemical concoction. Others turn to nature or faith, using prayer, meditation, or mindfulness to synthesize the curse's magic into their own being. And others still use sheer stubbornness to bend the curse to their will. Regardless of method, an accursed is one who has conquered their curse, drawing on its magic while managing its lingering side effects.* ### <u>Subclasses - Conquered Curses</u> *Through unfortunate circumstances, you were stricken with a curse that should have broken you. However, whether by sheer willpower, introspective meditation, or arcane study, you not only overcame the worst of the challenges your curse presented, but learned to harness its power.* #### **[[curse-of-animation|Curse of Animation]]** While still alive, your skeleton was animated with dark magic by a cruel and powerful necromancer, causing it to have a desire to break free and rebel. This subclass deals with calcium manipulation to create bone-weapons and other augmentations/tools. #### **Curse of The Armament** You were cursed by a magical or sentient object. For some reason, you’ve chosen to remain attuned to this object. This subclass lets you increase in power by scaling your weapon attacks and giving it powerful abilities, such as auto-returning when thrown. #### **Curse of Combustion** Your body is an explosive with a fuse of unknown length, most likely due to angering a divine or infernal being associated with fire. This subclass grants you abilities dealing with fire, such as becoming a ball of fire or granting you fire damage on hit. #### **Curse of The Created** You were not born, nor were you cursed. Instead you lurched to life with electricity crackling in the air around you. This subclass is based on Frankenstein, granting you lightning augments to abilities. #### **Curse of Immortality** Literally immortal, you return to life if dead at the start of each day. Jack of all trades with lots of knowledge due to being alive for forever #### **Curse of Misfortune** Cursed with bad luck, however you can also manipulate dice rolls and other “games of chance”. #### **Curse of Mummification** You were turned into a mummy upon death, giving you necrotic damage and fear abilities. #### **Curse of Petrification** You were turned into a statue, and can change into this form at will. Grants you damage resistance and powerful slams and other weight/inertia based abilities. #### **Curse of Somnolence** You were cursed by a fey to sleep forever, fighting to stay awake and live your life. You can give enemies fatigue, learn one-time use spells and negate exhaustion penalties. ## ~~Adept~~ ### *Level Up: Advanced 5e* Brawler Exalted Athlete Warrior Monk ## Alchemist *Experiments with a wide array of scientific discoveries and lethal bombs. Combining science and magic together in unholy concoctions, an alchemist brews up explosives and transmutative potions on the fly. (Source: Valda’s Spire of Secrets)* ### <u>Subclasses - Fields of Study</u> *All alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty, which they practice and research in depth.* *Some focus on the healing arts, and some focus on destruction, while others focus on research or potion-brewing. Fields of study are as varied as the alchemists who research them and have applications equally as diverse.* #### **Armorist Field** You study mind-affecting alchemy, specializing in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far the most popular product, you can craft pungent pheromone bombs that can soften the hearts of even the most terrible monsters. #### **Apothecary Field** You study the science of apothecary, specializing in potions and herbology that relate to healing. You can create a steady source of income using your skills, and you’re an invaluable member in any adventuring party. #### **Dynamo Engineer Field** You study the concepts of an early alchemical thesis: *if the fundamental energy of magic could be captured within physical substance, there would be no need for magic-users*. You create and iterate small devices known as dynamos, which store and manipulate arcane energy. #### **Mad Bomber Field** You study explosives and pyrotechnics, specializing in things that burn, blast and blow things up. You are constantly trying to improve the lethality and effectiveness of your IEDs, devoted to finding the perfect explosion. #### **Mutagenist Field** You study the transmutative properties of elixirs and potions, specializing in the creation of mutagens. The keystone of transmutation, mutagens transform your body, granting supernatural strength or speed, additional limbs, or turning your skin into a stone-like material. #### **Venomsmith Field** You study the the effects of various poisons and coatings, specializing in the art of crafting deadly and debilitating poisons. You pursue the darker side of alchemy, lending your expertise to assassin’s guilds or political rivals in exchange for money, power, and the elevation of your research. #### **Xenoalchemist Field** You study the relation between alchemy and the body, more specifically your body. Specializing in experimenting on themselves, you modify or even attach new body parts, augmenting your abilities and toeing the line of morality. ### Valda’s Spire of Secrets ~~Ooze Rancher~~ Masterclass CODEX ~~Creation~~ ~~Destruction~~ ~~Illumination~~ ~~Mutation~~ ~~Regeneration~~ ## ~~Apothecary~~ *Experiments with a wide array of scientific discoveries and lethal bombs. Combining science and magic together in unholy concoctions, an alchemist brews up explosives and transmutative potions on the fly. (Source: Valda’s Spire of Secrets)* ### <u>Subclasses - Fields of Study</u> *All alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty, which they practice and research in depth.* *Some focus on the healing arts, and some focus on destruction, while others focus on research or potion-brewing. Fields of study are as varied as the alchemists who research them and have applications equally as diverse.* **Armorist Field** You study mind-affecting alchemy, specializing in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far the most popular product, you can craft pungent pheromone bombs that can soften the hearts of even the most terrible monsters. **Apothecary Field** You study the science of apothecary, specializing in potions and herbology that relate to healing. You can create a steady source of income using your skills, and you’re an invaluable member in any adventuring party. **Dynamo Engineer Field** You study the concepts of an early alchemical thesis: *if the fundamental energy of magic could be captured within physical substance, there would be no need for magic-users*. You create and iterate small devices known as dynamos, which store and manipulate arcane energy. **Mad Bomber Field** You study explosives and pyrotechnics, specializing in things that burn, blast and blow things up. You are constantly trying to improve the lethality and effectiveness of your IEDs, devoted to finding the perfect explosion. **Mutagenist Field** You study the transmutative properties of elixirs and potions, specializing in the creation of mutagens. The keystone of transmutation, mutagens transform your body, granting supernatural strength or speed, additional limbs, or turning your skin into a stone-like material. **Venomsmith Field** You study the the effects of various poisons and coatings, specializing in the art of crafting deadly and debilitating poisons. You pursue the darker side of alchemy, lending your expertise to assassin’s guilds or political rivals in exchange for money, power, and the elevation of your research. **Xenoalchemist Field** You study the relation between alchemy and the body, more specifically your body. Specializing in experimenting on themselves, you modify or even attach new body parts, augmenting your abilities and toeing the line of morality. Guide to Drakkenheim ~~Alienist~~ Chemist Exorcist Mutagenist Pathogenist Reanimator ## Artificer *Uses ingenuity and magic to unlock extraordinary capabilities in objects and constructs. Artificers see magic as a complex system waiting to be decoded, and then harnessed in their spells and inventions.* ***(Source: Tasha’s Cauldron of Everything)*** *The magic of artificers is tied to their tools and talents, using them to channel their arcane power.* ### <u>Subclasses - Specialists</u> *All artificers are naturally adept at tinkering and experiments. However, usually they pursue one specific discipline, focusing on Beyond that, alchemists pick up a specialty, which they practice and research in depth.* #### **Alchemist Specialist** You pursue the practice of combining reagents to produce mystical effects, using your creations to give life, and to take it away. You can create experimental elixirs that have varying effects, such as healing, swiftness, or resilience. #### **Armorer Specialist** You specialize in the modification of armor to function almost like a second skin, enhancing your natural abilities. Your pursuits lead you into metallurgical science, making armor a conduit for your magic. #### **Artillerist Specialist** You specialize in figuring out new ways to hurl explosives at projectiles, valued by armies and powerful figures across the world. You can create siege weapons to use for your own personal interests, believing the solution to your problems is to blow them up. #### **Battle Smith Specialist** You combine the roles of protector and medic, becoming an expert at defending others and repairing both material and personnel. You are accompanied by a steel defender, a personal protective companion. #### **Archivist Specialist<sup>UA</sup>** You can give nonmagical objects an artificial mind by writing mystic symbols on it. You gain knowledge from this object, like a books contents or a chests. You can use your vast knowledge of things to disorient other creatures. #### **Effigist Specialist**<sup>TCEE</sup> In an almost “voodoo” like magic, you mix eldritch and arcane knowledge to create effigies that can control and manipulate creatures. #### **Kobold Engineer Specialist**<sup>TCEE</sup> You specialize in the art of distraction, making traps and improvised weapons from odd chemicals or animals conjured from thin air. Its random each time so it’s a funny game of take this! And you throw a cat at an enemy. #### **Calligrapher Specialist**<sup>FCG</sup> You gained the gift of arcane calligraphy through unknown or otherworldly beings, like fey. Words are the building blocks of your abilities, which can be used to buff or bane allies and enemies. #### **Forge Adept Specialist**<sup>EE</sup> You rival the blacksmiths of the gods, creating powerful mystical weapons and armor, imbuing them with your own soul energy. You buff weapons and armor for yourself and allies, and lean more into the martial aspect of fighting. #### **Mechanist Specialist**<sup>ECHH</sup> You create a large mechanical suit or armor that you pilot around, akin to a vehicle. Yes, it’s literally like a gundam mech. #### **Toymaker Specialist**<sup>ECHH</sup> You create toys, imbuing them with magic that lets you use them as an anchor point for your spells, or give them messages or tasks to complete. #### **Gadgetsmith Specialist - (Inventor)**<sup>KT</sup> A classic gadgeteer, these are highly adaptable characters with impressive mobility. They excel at utility and disrupting their foes. They serve a role closest to a rogue. A gadgetsmith always has a trick up their sleeve, and is almost as good at getting out of a tight spot with a smoke bomb as they are at getting into trouble in the first place. #### **Golemsmith Specialist - (Inventor)**<sup>KT</sup> Where the golem is the star of the show. Take to the field as a smart bloke with a powerful minion that does (most) of your fighting for you, evolving to work in tandem as a tag team duo of danger, or specialize in making the most powerful golem you can make. You have vast opportunities to customize your golem, bringing your vision to life for a balanced combination of durability and damage. #### **Infusionsmith Specialist - (Inventor)**<sup>KT</sup> An enchanter that brings their magic to life, choosing from three different routes: a classic wandslinger with infused magical wands that freely tosses out low-level spells and cantrips with abandon, an animator with a retinue of floating weapons, or an infused swordsman, serving as a weapon enhancing magical hybrid, generally serving as a utility reach striker. #### **Potionsmith Specialist - (Inventor)**<sup>KT</sup> An alchemist who delves into the secrets of reactions and infusions. Wielding a wide range of options from poisoned bolts to explosive reactions, they serve as a mid range striker or support... or a bit of both. #### **Thundersmith Specialist - (Inventor)**<sup>KT</sup> The cannoneer or weaponsmith, these are the ones that specialize in forging the biggest, baddest weapons. From gunslingers to wielders of massive kinetic hammers, they devote their art form to a single perfect creation. #### **Warsmith Specialist - (Inventor)**<sup>KT</sup> An armor-focused inventor who builds themselves into a man of iron...either in the metaphorical sense of encasing themselves in a magical suit of armor, or... more directly. Highly specialized options, and capable of great feats of strength. #### **Fleshsmith Specialist - (Inventor)**<sup>KT</sup> The doctor of fleshwarping… or the fleshwarped monstrosity they have created. Endless horrifying options to delve the depths of creativity turned inward. #### **Cursesmith Specialist - (Inventor)**<sup>KT</sup> A dealer of powers best left undealt. The dark reflection of Infusionsmiths, these artificers wield great but double edged powers. #### **Runesmith Specialist - (Inventor)**<sup>KT</sup> Articulates the power of runes, taking the paths of Runic Knights, a durable front line, Runic Mystics, a front line striker, or Runic Sages, a backline support who shares their runic powers. #### **Relicsmith Specialist - (Inventor)**<sup>KT</sup> Delve into the mystique of the divine and harness the holy. Bring light to darkness and set your foes ablaze with divine fire. #### **Cognician Specialist**<sup>DMSG</sup> You create magical helms that enhance cognitive abilities and awaken latent psionic powers. You use skills and powers akin to telepaths like Professor X or Emma Frost. #### **Demolitionist Specialist**<sup>DMSG</sup> You create magical incendiaries, settings traps, breaking down barriers, and dispatching large groups of enemies. You gain the ability to use different types of explosives that have varying effects and mechanics. #### **Mechanic Specialist**<sup>DMSG</sup> You specialize in the creation and repair of automotive vehicles that can be used to navigate any kind of terrain. You eventually learn to give it augments such as weapons. ~~**Oozologist Specialist**~~ ~~You study the transmutative properties of elixirs and potions, specializing in the creation of mutagens.~~ #### **Scrapper Specialist**<sup>DMSG</sup> Your mind is always on the move, thinking of what you can create or tinker with whatever materials you can find. These objects improve and interact with your base artificer abilities. #### **Transmortalist Specialist**<sup>DMSG</sup> You augment your own body with magical and mechanical objects or abilities. You can install modules on yourself that give you buffs such as an extra set of arms or armor under your skin. ## Barbarian *Barbarians are mighty warriors who are powered by primal forces of the multi-verse that manifest as a Rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.* ### <u>Subclasses - Primal Paths</u> *Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.* 61-11=50 #### **Path of the Berserker** For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. You fall into your rage entirely to deliver a tide of powerful blows. #### **Path of the Totem Warrior** The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. In some barbarians’ tribes, a totem animal is considered to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. #### **Path of the Ancestral Guardian** Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. #### **Path of the Storm Herald** All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. #### **Path of the Zealot** Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. #### **Path of the Beast** Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. #### **Path of Wild Magic** Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. #### **Path of the Battlerager** Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. #### **Path of the World Tree (Exclusive to 2024e)** Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel. #### **Path of the Colossus**<sup>VSS</sup> Sometimes known as a war-hulk, a colossus barbarian is always on the front lines hefting massive weapons and sweeping away smaller combatants in their fury. To a war-hulk, strength is the only attribute that matters. Cunning is for the weak, faith is for the weak, speed is for the week, and so on. Victory is for the strong alone, and their rage is the purest path to strength. Path of the Colossus barbarians are able to grow to enormous size and crush their foes. #### **Path of the Fin**<sup>VSS</sup> Tribal communities exist all across the realms, with vastly different cultures and customers – with one steadfast certainty. Time and time again these tribes have a reverence for particular animals, some in the desert may follow the Jackal, or those in the jungle the Ape. It is in this tradition that the Path of the Fin, these warriors capture the bloodthirsty essence of the great Shark. An adherent to oceanic totems, bearing hills and rows of razor sharp teeth, they can sense blood – and fear. #### **Path of Heavy Metal**<sup>VSS</sup> Armored only in face paint and studded belts, these fearless hellions are known for screaming their enemies into submission, trashing taverns, and turning any battle they’re involved in to a noisy, violent and short experience. #### **Path of the Muscle Wizard**<sup>VSS</sup> You’re a wizard! Just one with coincidentally massive, rippling muscles. You even have the big dumb hat and the book filled with gibberish and everything! You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn’t be questioned. You have the ability to cast “spells” with your “arcane powers” #### **Path of the Rage Mage**<sup>VSS</sup> Barbarians who find the spark of arcane talent and learn to channel their brute ferocity through magic, embark on the Path of the Rage Mage. Through their rage-fueled arcane might, such a barbarian possesses a uniquely calamitous fury, merging physical prowess with spell slinging in a warpath of fire, blades, and blood. #### **Path of Tranquility**<sup>VSS</sup> You choose to walk the straight and narrow, embracing a zen philosophy of restraint and moderation, much in contrast with their furious brethren. Embraced by the fey and called “the serene”, these barbarians are calm, tactical warriors who issue swift retaliation instead of violent assaults. At the height of their power, the serene are one with nature, entering flow state at will to dispatch their foes with unmatched precision. #### **Path of the Blighted**<sup>UA</sup> Embracing this path unleashes a primal fury intertwined with the corruptive energies of the cursed beings. As a Blighted Barbarian, you become an embodiment of their malevolence, channeling their sinister powers to devastating effect. Your body and spirit endure both physical and metaphysical transformations, enhancing your already formidable combat prowess. With each swing of your weapon, your strikes resonate with the otherworldly force that has possessed you, and your adversaries cower before the sheer terror emanating from your blighted form. Through this subclass, you tread a precarious path, balancing between embracing the cursed powers and preserving your own humanity amidst the darkness. #### **Path of Booming Magnificence**<sup>TOH</sup> Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents’ attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions. #### **Path of Hellfire**<sup>TOH</sup> Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines. #### **Path of Mistwood**<sup>TOH</sup> The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home. ~~**Path of the Dragon**<sup>TOH</sup>~~ ~~Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don’t solely aspire to emulate these creatures—you seek to become one.~~ #### **Path of the Herald**<sup>TOH</sup> In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe’s sagas and spurring them on to new victories while honoring the glory of the past. #### **Path of the Inner Eye**<sup>TOH</sup> The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future. ~~**Path of Thorns**<sup>TOH</sup>~~ ~~Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.~~ #### **Path of the Abomination**<sup>TCEE</sup> There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities. #### **Path of the Alchemical Brute**<sup>TCEE</sup> You move in polite society as well as anyone else, and are possessed of a level of intellect unusual to other barbarians. Through careful study and alchemical experimentation, you have learned to tap into the primal beast inside you, and manifest it in physical ways. #### **Path of the Cosmic Juggernaut**<sup>TCEE</sup> Barbarians who follow the Path of the Cosmic Juggernaut enter an intensely focused state when they enter a rage, channeling psychic energy and draw upon the Astral Plane to bend time and space itself. #### ~~**Path of Dragonheart**<sup>TCEE</sup>~~ #### **Path of the Horned King**<sup>TCEE</sup> Since ancient days, men have gathered to honor the gods of the hunt—but every so often, one of these cults is truly devoted to Baphomet, the Horned King, the father of minotaurs. Those that knowingly and willingly beseech the demon prince’s favor are endowed with ebony horns and a violent temper, making them little more than beasts hiding beneath a man’s flesh. #### **Path of Infiltration**<sup>TCEE</sup> To barbarians who follow the Path of Infiltration, rage does not mean battle cries and violent screams. Instead, it means deafening silence and uncertain shadows. Drawing upon magic from the Shadowfell, these infiltrators breathe in sound and light and hold it within, suppressing it as they lay waste to enemies, doors, and any other barriers between them and their goal. #### **Path of the Demonshard**<sup>FEQ</sup> Demonglass holds the essence of a fiend—pure malefic power yearning for release. A painful, and often lethal, ritual can embed a shard of demonglass in a mortal’s body; if the mortal survives, they can draw on the power of the fiend. No matter their intention, a Barbarian who walks the Path of the Demonshard may struggle to keep the fiendish malice contained. #### **Path of the Blinking Pack**<sup>FCG</sup> Barbarians who walk the Path of the Blinking Pack share in the nobility and majesty of the blink dogs they emulate. No matter where the abilities originate from, the Path of the Blinking Pack barbarian uses teleportation to hunt enemies and pack tactics to bring them down. ~~**Path of the Brewmaster**<sup>(LAL)</sup> #### ~~**Path of the Empathic Ire**<sup>ECHH</sup>~~ #### **Path of the Curse**<sup>CCS</sup> Barbarians that walk the Path of the Curse harbor a malicious presence within their body, which fuels their rage. When these barbarians enter a state of fury, this curse takes control, and at this point nothing will stop them from annihilating everything around them. Some of these barbarians accept this curse as a gift, and others fight with their curse— forcing it to work in their favor. #### **Path of the Raging Mind**<sup>KT</sup> The Path of the Raging Mind is a Barbarian that expresses their fury as a telekinetic manifestation. Their mind is so powerful that in their rage they warp the world around them. This is a psionic manifestation of a barbarian’s ability to focus their fury, and in battle this fury is weaponized as a deadly force that can fling about weapons and enemies alike. #### **Path of the Exosuit**<sup>KT</sup> Perhaps it is a lost piece of technology, such as long dead Warsmith’s cast off armor that has developed strange properties, or perhaps it is an alien symbiote of some kind, with its own goal or objective (perhaps as simple as harmlessly feeding off your rage or your foes). Perhaps it is something you find or something you make, but whatever its origin, it grants you terrifying capabilities on the battlefield. ~~**Path of Mutation**<sup>KT</sup>~~ #### **Path of Instinct**<sup>KT</sup> While many Barbarians lose control when they rage, flying into wild tantrums, some operate in a state of cold absolute focus, becoming creatures of pure instinct and finely honed reflexes. Entering a void-like state of mind, they act almost without conscious thought, accomplishing superhuman feats and shrugging off hits. Though utter calm might seem less frightening than the frothing rage of their counterparts, true terror sets in once their foes witness the destruction such perfect focus can bring. ~~**Path of the Dragon**<sup>KT</sup>~~ #### **Path of the Bladestorm**<sup>KT</sup> When a Path of the Bladestorm Barbarian walks onto a battlefield, those unprepared to withstand the rain of sharp steel ought to run and hide until the storm passes. They are Barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds. #### **Path of the Courageous Heart**<sup>XLNEE</sup> For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer. #### **Path of the Red Reaver**<sup>XLNEE</sup> The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle. As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world. ~~**Path of the Sacred Kin**<sup>XLNEE</sup>~~ #### **Path of the Swamp**<sup>BoE</sup> The most fearsome denizen of the swamp isn’t a giant alligator, black dragon, or a gnarled treant, but a barbarian, a fearsome warrior imbued with all of the land’s malice. When the swamp is threatened by an external force, long- forgotten magic seizes a host, transforming them into a thing of crushing roots and choking vines, an avatar of the swamp’s vengeance. #### **Path of the Accursed**<sup>CFSA</sup> You managed to find a tome of blighted mysteries, filled with all the knowledge known to mortal men and the foulest of heresies, and stepped through the door to nowhere. Your mind fractured under the weight of the knowledge contained within and the horrible vistas of forgotten power that stood just within your feeble mortal grasp. You realized that the true source of your rage is both defiance and acceptance of the madness that lies within the Accursed Archive. #### **Path of the Mercurial**<sup>CFSA</sup> Your rage is instead a malicious spite that runs wild within your veins, bringing a cruel smile to your face and causing the shadows around you to writhe and twisty in sympathy–or agony. As you learn to walk the planes like the Shadowcat does, that cruel joy within your heart grows ever stronger, granting you powers unseen by mortal men. You are the stalking panther, the hunting lion, and the sly grin that appears even as your form fades away. Become nightmare. #### **Path of the Glacier**<sup>TGS</sup> Born from the frigid and daunting Everglacier, barbarians who follow Path of the Glacier have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors trans- form their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from. #### **Path of the Infernal**<sup>TGS</sup> You have found the conduit for your rage in something scarier than anything you’d find on the Material Plane. Your inner fury burns from the hells themselves, manifesting itself as a series of fiendish transformations and flames whenever you enter a rage. Regardless of your reason for having these abilities, one thing is certain: hell hath no fury quite like you. #### **Path of Stone**<sup>TGS</sup> Barbarians that tread the Path of Stone contain the fury of a tectonic force: slow to stir, but impossible to stop once begun. Stones crack beneath their feet, as they step with the weight of mountains, and their strikes carry the crushing might of an earthquake. With every swing these warriors make, they remind their foes that nothing stands forever against the movements of the earth. ~~**Path of the Unbreakable**<sup>E</sup>~~ #### **Path of the Juggernaut**<sup>TDR</sup> Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once. ~~**Path of Blood**<sup>UAH</sup>~~ #### **Path of the Rune Sage**<sup>UAH</sup> Using eldritch symbols painted or tattooed onto your body, you are capable of unleashing powerful arcane spells, altering and enhancing your ability to rage. ~~**Path of the Skinchanger**<sup>UAH</sup>~~ ~~**Path of the Stampede**<sup>UAH</sup>~~ #### **Path of the Sylvan Warden**<sup>UAH</sup> Some barbarians are not marked by their loyalty to kin or tribe but by their loyalty to land and beast. These barbarians take up the role of stewards and protectors of the natural world, defending it rom those who would despoil it. Their admiration and emulation of the mysteries of nature allow them the ability to transform their rage into quietude and cast druidic spells. ~~**Path of the War Chief**<sup>UAH</sup>~~ #### **Path of the Haze Rager**<sup>GTD</sup> The first warriors who ventured into Drakkenheim were doomed. Few returned from these early expeditions, and those few who survived were forever changed by the experience. A rare few wrestle the madness of the Haze through a supernatural rage which allows them to channel the eldritch energies of delirium. These Haze Ragers thrive on the contaminated power of delirium, transforming madness and fear into a weapon. ~~**Path of the Old Gods**<sup>(GTD)</sup>~~ ## Bard *In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.* ### <u>Subclasses - Bard Colleges</u> *In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.* 57 #### **College of Lore** Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. #### **College of Valor** Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. #### **College of Creation** Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.” Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers. #### **College of Glamour** The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. #### **College of Swords** Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. #### **College of Whispers** Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. #### **College of Eloquence** Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences. #### **College of Spirits** Bards of the College of Spirits seek tales with inher­ent power-be they legends, histories, or fictions­ and bring their subjects to life. Using occult trap­pings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control. #### **College of Cantors**<sup>(VSS)</sup> The cantors are a group of bards who lead the faithful through the praise and worship of the gods, becoming divine lyricists who heal others with their voice. Their music is directed towards the heavens, with their instruments usually relating in some way to the god that they worship. Cantors are well loved within their respective communities, m and it is hard to find a talented cantor who will stay in one place for long, as the demand for their soothing hymns is widespread. #### **College of Graffiti**<sup>(VSS)</sup> To many, the College of Graffiti is a nuisance, a band of hooligans that vandalize the city with no regard for the law. But bards who learn to tag know that graffiti is the single greatest art form. Graffiti artists use the entire city as their canvas, placing murals of inspiration where everyone can see them and personal tags where few will notice. Theirs is a bold, creative endeavor that, while illegal, breathes vibrancy into the city and emboldens those within it. #### **College of Jesters**<sup>(VSS)</sup> Consummate humorists, acrobats, and orators, bards of the College of Jesters can often be found in royal courts and livening up the local tavern. These bards specialize in truth through biting humor, rather than stories or sonnets, and complement their razor wits with acrobatic stuns and other feats of showmanship. When among nobility, jesters offer off-kilter wisdom and fierce satire in equal measures. #### **College of the Mad God**<sup>(VSS)</sup> In the middle of the night, you hear the music. It begins the same way every time, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds of a mad god who echoes the pandemonium of the universe. Summoning you to do something you know not. #### **College of Masks**<sup>(VSS)</sup> The masters of the mask are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. They believe all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely put on the metaphorical mask of another. To engage in this great stage drama, they carry with them a number of masks, each a potent magical artifact of a specific archetypal character or creature. #### **College of Romance**<sup>(VSS)</sup> Paramours, seductors, and silver-tongued devils, these bards have turned the art of wooing someone into a science, which they ply to their advantage with mechanical efficiency and precision. Given the option, these bards would rather make love than war, knowing full well that an enemy turned ally is twice as effective as an enemy slain. #### ~~**College of Satire**<sup>(UA)</sup>~~ #### **College of the Shadowfell**<sup>(DAC)</sup> Bards of the College of the Shadowfell specialize in the study of that realm, gleaming great knowledge of shadow magic in the process. These bards are few in number and their study is far harder than most, for knowledge of the Shadowfell is hard to come by. These bards occasionally gather in great libraries to share their knowledge, but most of their time is spent out in the world, looking for any glimpses of knowledge that might lead them to their goal. These bards generally do not perform music, and are instead more inclined to creating stories and manufacturing histories, with most of these stories ending as dark as the realm they study. #### ~~**College of the Ancients**<sup>(UA)</sup>~~ #### **College of Echoes**<sup>(TOH)</sup> In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created. #### **College of Investigation**<sup>(TOH)</sup> Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long. #### **College of Shadows**<sup>(TOH)</sup> Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties. College of Shadows bards undergo careful training before they’re sent out into the world. Skilled in both music and manipulation, they’re the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets. #### **College of Sincerity**<sup>(TOH)</sup> Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide. #### ~~**College of Tactics**<sup>(TOH)</sup>~~ #### ~~**College of Cat**<sup>(TOH)</sup>~~ #### **College of Harmony**<sup>(TCEE)</sup> Bards of the College of Harmony are masters of teamwork and bringing out the best in people. Often natural leaders, bards of this college sometimes favor coordinating the efforts of the party from a ranged position, while some choose to be on the front lines to inspire and encourage their allies. Not only do their abilities allow them to increase the effectiveness of their comrades, these bards can bind the group together in magical harmony, allowing each of them to bestow protection on one another and to share in the beneficial effects the bard produces. #### **College of Pantomime**<sup>(TCEE)</sup> The College of Pantomime is the home of bards who found that the world is a cacophonous place with too much noise and distractions to truly appreciate the Words of Creation or the magic which stemmed from it. They have therefore opted not to add their voices to the multitudes, instead choosing to remain silent, focusing instead on their movements and intentions to weave their magic as they trace the echoes of the Words of Creations which vibrate throughout the planes. #### **College of Requiem**<sup>(TCEE)</sup> Bards of the College of the Requiem, often called lamenters or requiem singers, regardless of whether or not their requiem involves any singing, dedicate themselves to all things pertaining to death. This branches out into several different paths as some prefer funerary rites, while others keep the unnatural undead at bay. Other requiem singers still, have been known to turn this power to the bolstering of undeath, and as such, you can even see requiem singers in the armies of evil rulers that rely on the dead to bolster their ranks. #### **College of Victory**<sup>(ToV)</sup> Bards who align with the college of Victory are tacticians who thrive in the heat of battle. Whether rallying battalions of troops or skirmishing with smaller parties, these bards lead allies to glory with their commanding presence and strategic genius. #### **College of the Road**<sup>(HWD)</sup> Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these “graduates” are full of surprises. #### **College of Wands**<sup>(FEQ)</sup> For a Bard of the College of Wands, spellcasting is an art and every duel is a symphony. Whether they use their skills as Entertainers, Smugglers, or Spies, a Bard can draw applause from an audience even as they lay an enemy low with a distracting word, a perfect gesture, and a surge of arcane power. #### **College of Seasons**<sup>(FCG)</sup> Bards of the College of Seasons get their power from the ever-changing flow of nature itself. This college studies the seasons as they interact in both the Material Plane and the Feywild. Songs composed from this college often have multiple movements, sometimes sounding different at first listen, but harmonies frequently exist in even the most discordant of melodies. Bards from the College of Seasons withdraw from society to learn their craft. Some of these bards learn from elementals or spirits of the Feywild, while others find their muse in the wind that comes as the leaves change color. Often considered aloof even by other bards, the adherents of the College of Seasons usually find themselves more at home in a circle of druids than in a mead hall. #### **College of the Dirge Singer**<sup>(EE)</sup> Bards of the College of the Dirge Singer are trained to inspire their people and direct soldiers on the battlefield. Students of both history and war, dirge singers use tales of past glory and their knowledge of great victories to inspire their allies and provide keen strategic insight, directing allies to strike when enemies are weak. #### ~~**College of Song**<sup>(ECHH)</sup>~~ #### **College of Weaving**<sup>(ECHH)</sup> They call themselves weavers. Some would say they’ve completely lost touch with reality, that they truly don’t know what is real and what isn’t anymore. Weavers are bards who combine the art of acting with illusion spells to create immersive stories of their own design. They aren’t content to act only on the stage, under smokey lights and in front of stilted wooden scenery. No, the thrill of acting is far too great to restrict only to the theater. Instead, weavers choose to make the world around them at any given moment their stage, whenever, wherever, and with whomever passing by drawn into their drama. They can be anyone or anywhere they wish, and in a blink of an eye everything has shifted and they’re gone. #### **College of Momentum**<sup>(CCS)</sup> Bards of the College of Momentum live for music: sick beats, intense riffs, and powerful drops. These bards wield their songs as weapons, not only to entertain their fans, but to change minds. #### **College of Thunder**<sup>(KT)</sup> Some bards grow in talent, weaving beautiful ballads that move their listeners to tears. Some bards just turn up the volume. The College of Thunder is a path for those who want to be heard—to convey their message with great emphasis to as many people as possible. They often are keenly interested in innovating their instruments, finding new improvements that allow them to make new, louder, sounds... even if the musicality of those sounds is sometimes debated by more classical artists. #### **College of Fools**<sup>(KT)</sup> The College of Fools is a motley lot, varying from bumbling beggars to the eyesores of a noble court, decked out in the finest eye-bleeding frippery. One can tell at a glance they are not to be taken seriously, but beneath the façade there is... well, usually a fool, but also a sharp mind, quick hands, and an uncanny understanding of how to manipulate any situation. The College of Fools is tolerated much like an assassin’s guild might be: a useful menace to society. Hiding in the brilliant outfits in plain sight more surely than darkened leather could hide them in the shadows, they gather information, poke and prod their enemies, and—just occasionally—toss a knife in the air and forget to catch it before it hits someone. #### **College of Discord**<sup>(XLNEE)</sup> Bards of the College of Discord yearn to take the performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard’s study encourages inventing variations in their musical repertoire mid performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe. #### **College of Keys**<sup>(XLNEE)</sup> Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms. #### **College of Mourning**<sup>(XLNEE)</sup> Bards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane. While some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits’ shuffle to the afterlife in ceremonious display with arrangements of grace and style. #### ~~**College of Springtide**<sup>(MCDM)</sup>~~ #### **College of Birdsong**<sup>(BoE)</sup> As the legend goes, the first bards learned to sing from a nightingale, or perhaps a thrush. Each morning, the bird sang a splendid song that beckoned the sun to rise and flowers to bloom, and in turn every other bird joined the chorus. Bards which continue this tradition join the College of Birdsong and learn to sing as the nightingale once did. #### **College of Portraiture**<sup>(CFSA)</sup> Bards of the College of Portraiture are artisans first and foremost. Through your intensive study of anatomy and artistry, you’ve begun to unlock the secrets of instilling your soul into your creations. Your skill and talent in the manipulation of your life essence allows you to create and animate works of art in your own image. #### **College of Harbingers**<sup>(CFSA)</sup> You are a disciple of the Storm Lord, an otherworldly entity that sails between the skies of countless worlds, consuming the souls of fallen heroes. To enter the ranks of these champions, it is typical to anchor oneself to a high place during a storm, and then throw themselves from the edge. The skies will tremble before your performance and your prowess shall become legend. #### **College of Cuisine**<sup>(HGMH)</sup> Bards from the College of Cuisine are as prized in the kitchens of nobles as in the mess halls of the rank and file. While peace treaties might be signed over hoisin-glazed duck with sides of spiced jack-fruit and crispy shallots, it is the well-fed army that will win the war on a hearty oat and raisin porridge. Such bards never struggle to find employment; they travel where their work is appreciated, be their diners highborn or down-to-earth. #### ~~**College of Mixology**<sup>(LAL)</sup> #### **College of Dance**<sup>(TGS)</sup> Bards of the College of Dance tell stories and perform music without making a sound, choosing to instead move with fey- like grace and magic to evade harm and inspire others. These dances originate from the Festerwood, whose radiant spores and light made for miraculous performances and deadly hazards. These bards can be found anywhere from the local tavern to the highest levels of theater moving crowds to tears as quickly as rebellion. At every turn, they inspire others to be brave, move, and join in. #### **College of Mercantile**<sup>(TGS)</sup> Bards of the College of Mercantile are well versed in the artistry of cutting deals and enemies alike in order to come out ahead. Talented merchants, smugglers, and tradesmen alike all learn from this college in some form or another, using both silvered words and sharp cunning to inspire their allies and subvert competition. These calculated risk-takers travel the world to make their mark—and their fortune—by navigating treacherous landscapes, economies, and people. With even just a copper to their name, these bards are always worth their weight in gold. #### **College of Tragedy**<sup>TDR</sup> Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect. #### ~~**College of Beasts**<sup>UAH</sup>~~ #### **College of Canticles**<sup>UAH</sup> Most bards are content to amuse and entertain, but those in the College of Canticles lend their musical talents to the worships of the gods. These bards spread divinely inspired dogma and lead hymns, borrowing a measure of their god’s power to bolster their allies. While clerics may be the face of religious institutions, rarely are they as successful at winning converts as bards of this college. #### ~~**College of Drama**<sup>UAH</sup>~~ #### **College of Fortune**<sup>UAH</sup> Bards in this college have a reputation as instigators that isn’t entirely justified. High rollers don't go looking for trouble, they just have a habit of provoking fellow party members into taking long shots that don't always pan out. Despite that, no bard has a better chance of helping their companions clutch victory from the jaws of defeat. The smart bet, whether against the house or not, is always on the bards of this college. #### **College of Pantomime**<sup>UAH</sup> Mimes are performers who believes the purest form of entertainment does not require sound, but only immaculate use of facial expressions and body language. A sufficiently skilled mime can ascend their pantomime into minor reality warping, whether it be to eschew the verbal components of spells or to create invisible magical constructs with which they and others interact. #### **College of Puppetry**<sup>UAH</sup> Bards in the College of Puppetry specialize in entertaining with puppets and marionettes. Not content to master exclusively mundane skills on their subject of interest, these bards, called puppet masters, learn to create their own animated marionette companion. Every companion is painted and decorated unique to its puppet master – most are whimsical, some are intimidating, and others are unsettling. #### **College of Masks**<sup>(OTG)</sup> To be a bard from the College of Masks is to be a theater actor capable of losing themselves in a role by using masks imbued with magic. Through these masks, bards can mimic others and even take on attributes of the personas their masks depict. #### **College of the Doomsayers**<sup>(GTD)</sup> Bards of this college revel in the fear and despair of others. They have foreseen the end of times, and use their gifts of prophecy to instill terror in those who hear their words. These bards command an audience like any other, but their craft is that of a mad prophet, and their poems and songs echo dissonant rattlings of hopelessness and suffering. Those who hear the mad ramblings are stricken with fear, lose their wills, and fall into madness. ## Beastheart *A beastheart is an adventurer who forms of bond of friendship with a wild creature, who draws power from that bond as it strengthens over time. Working as a team, a beastheart and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles.* *The connection a beastheart and their companion share isn’t just one of love and admiration. It’s a mystical bond that allows the beastheart to harness their companion’s fury, might, and instincts for survival. When their companion is enraged, a beastheart channels that ferocity into supernatural deeds of martial prowess. In return, the wild companion can harness the beastheart’s focus and direction* ***(Source: Beastheart and Monstrous Companions - MCDM)*** ### <u>Subclasses - Companion Bonds</u> *While every beastheart and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world. A companion bond represent s this specific connection and shared power. Some beasthearts and companions live to unleash their inner fury, while others embrace the silence of the hunt. Another duo might bond over their need to protect nature or their pack, while a different beastheart might use their companion’s rage to harness the powers of Hell itself* #### **Ferocious Bond** Some beasthearts and companions feel closest when they abandon all control and let instinct guide their every move. When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle fury all your own. #### **Hunter Bond** You and your companion share a love of the hunt. The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies. Many beasthearts with this bond used ranged weapons to attack prey from afar while their companion closes in for the kill. #### **Infernal Bond** You and your companion share a deep connection with each other…and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic. #### **Primordial Bond** You and your companion share an especially deep connection with the magic of the natural world, and it’s building blocks. By harnessing the fury of your companions, you can wield the primal power of the elements against your foes. #### **Protector Bond** Nothing is as important to you and your companion as your pack. The bond you both share sharpens your offensive and defensive prowess, letting you put your bodies and lives on the line to protect your allies and those who travel with you. ## ~~Berserker~~ ### *Level Up: Advanced 5e* Dreadnought Rager Tempest ## Blood Hunter *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Blood Hunter Orders</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* 10 #### **Order of the Ghostslayer** The Order of the Ghostslayer is the oldest of the orders having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilator such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise. #### **Order of the Lycan** Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust. #### **Order of the Mutant** The process of the Hunter’s Bane is a painful, scarring and sometimes even fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found their experience exalting, embracing the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict. #### **Order of the Profane Soul** Those who’ve taken to the Order of the Profane Soul have seen the limits of hemocraft against the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, with creatures able to vanish amongst the nobles with a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the ire of the Order of the Profane Soul. #### **Order of the Courser**<sup>(ECHH)</sup> Coursers are hunters of humanoids and monsters alike, focusing on tracking, hunting, and slaying their prey with pistols created through hemocraft magic. A courser always finds its quarry and it is said that if a courser comes for you, you best run towards them for there is no escape. If you somehow do manage to outrun a courser, their pistols fire pure magic that none can outrun. Many coursers find work as bounty hunters, where the supply of worthy quarries never runs dry. #### **Order of the Lich Hunter**<sup>(ECHH)</sup> While many blood hunter orders dedicate themselves to eradicate diabolical threats, both large and small, the Order of the Lich Hunter hunts those who practice irresponsible or dangerous magic. From the lonely hut with a mischievous witch to the murderous dungeon with an ancient lich, you will find a lich hunter nullifying the arcane as they drive their crackling weapon through the heretic. #### **Order of the Dragoon**<sup>(UAH)</sup> Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets. For they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators’ powers against them. With the hemocraft granted by the Hunter’s Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won’t stop until humanoids no longer fear shadows passing overhead. #### **Order of the Eye**<sup>(UAH)</sup> The order of the Eye exhorts that information is the ultimate weapon, teaching that knowing one’s enemy is the greatest step one can take to destroying them. Hundreds of years ago, the Order’s founders began hunting beholders, both to put an end to the evils the ocular monsters wrought and to ransack the creatures'’ treasure rooms for the petrified specimens and ancient texts contained within them. Annexing the lairs as the Order’s bases and choosing not to waste the corpses of the lairs’ previous owners, these blood hunters developed a hemollurgic process to create new life from beholder eyestalks and bond the alchemical creatures to members of the Order through the sharing of blood. In the centuries since, the Order of the Eye has become an expansive information network of spies that operates in shadow throughout the Material Planes. Working in pairs of hunter and bonded eye spy, they seek to discover and eradicate all evil that secrets itself in the hidden pockets of the multiverse. #### **Order of the Giantfeller**<sup>(UAH)</sup> Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one. #### **Order of the Infected Mind**<sup>(UAH)</sup> For untold millennia, mind flayers and their elder brain overlords have enslaved many peoples through mind control, and forcibly converted many others through the process of ceremorphosis. The Order of the Infected Mind is dedicated to the systematic destruction of this illithid scourge, intentionally allowing mature illithid tadpoles to burrow into their brains to better understand their prey. Unlike standard victims of ceremorphosis though, this order brews their Hunter’s Bane to cause it to subdue and subsume the tadpole, turning it into a psionic weapon under the hunter’s control. ## Bloodrager *Bloodragers are warriors first and foremost, but warriors whose fight is fueled by their unique ancestry. Each Bloodrager's magic is powered by their bloodline, while their martial skills are governed by their discipline. Their magic unfolds when they tap into their bloodline's power, but even when that energy is spent, they are fearsome and capable fighters.* *A bloodrager may not have the full arcane might of their sorcerous cousins - their bloodlines do not express themselves so directly and yield a less focused and more primal style of spellcasting. But with axes, blades, and fists to fall back on, a bloodrager is no less deadly a combatant.* ### <u>Subclasses - Blood & Blade</u> *Your character is empowered from the beginning by their bloodline - a secret power hidden in their heritage, determining their magic and granting supernatural might. But they train in the way of their discipline, mastering their weapons and learning techniques for channeling that power through battle.*<sup>(SMR)</sup> #### Mystic Bloodlines *Bloodragers have a variety of innate bloodlines, sources of magical power which they inherit. You may choose which bloodline your bloodrager bears from the options listed below* ##### Gravemarked Bloodline You bear a deathly curse, your heritage tainted by the stink of undeath. Perhaps you descend from a line of foul necromancers, or your ancestor crossed a mighty lich. Or maybe you yourself died and were barely brought back from the brink. Whatever the reason, your skin is pallid and your blood pumps slower than it ought. ##### Draconic Bloodline Your blood is invested with the power of a mighty dragon. Perhaps your ancestor was granted a boon of draconic magic, or maybe a shapeshifted dragon even played a part in your family tree. Regardless of its source, you feel a great wyrm's power pulsing in your veins. ##### Scintillant Bloodline Some bloodragers know exactly where their magic comes from, or at least have a good hunch. Scintillant bloodragers rarely do. Your powers are chaotic and unpredictable, turning you into a vessel of pure magic. Wild, shimmering magic pulses in your veins, unleashing itself at every opportunity ##### Celestial Bloodline Your blood is mingled with that of a mighty celestial. Perhaps a deva stands in your family tree, or a member of your line was the chosen of a good-aligned deity. Your bloodline carries a power of holy radiance, which flows through you and finds expression in battle. ##### Jotun Bloodline Some bloodragers carry the blood of giants in their veins. Whether changed by runic magic or carrying a long-lost titan's blessing in their veins, these bloodragers are able to call upon the powers of giantkin. They are titans of the battlefield, able to mark runes and grow to colossal size. Warriors of this bloodline tend to prefer the term "Jotun" over "Giant", using the language of these titanic beings. ##### Fiendish Bloodline Your blood pulses with a fiery heat, tainted with the power of the lower planes. Whether due to a corrupted ancestor, a dark bargain, or some other vile source, your magic is empowered with a fiendish touch. #### **Bloodrager Disciplines** *Bloodragers specialize in certain combat disciplines, honing their battle skill even as they channel arcane power. You may choose which discipline your bloodrager follows from the options below.* ##### Ravager Discipline Ravagers are bloodragers who fight with brutality, dealing as much damage as possible. They are often heedless of their own health, willing to suffer grave wounds as long as they can inflict worse on their foes. They frequently specialize in great weapons, choosing the deadliest tool for the job. ##### Reaver Discipline Reavers are frenzied attackers, subscribers to the notion that more attacks are always more effective. Their focus is typically oriented around one target at a time - rather than laying about with a great weapon, they tear through one target at a time. ##### Meditative Discipline Meditatives are disciplined bloodragers - warriors with an orderly mind and a regimented approach to combat. Their blood trance is almost like a dance, motion and attack and spellcasting all flowing together as if set to a song. Legend tells of elite units of sorcerer-soldiers, whole regiments of meditative bloodragers in service to ancient kingdoms. ##### Tempered Discipline Tempered bloodragers take self-discipline to an extreme. Their combat style stresses holding back, feigning weakness, before spotting the enemy's weakness and landing a sudden and decisive blow. Their abilities are nearly mythic, with the amount of force they can put into a single blow. ##### Bombardier Discipline Bombardier bloodragers are reckless warriors, mad alchemists who brew potions and hurl grenades on the battlefield. They throw dangerous concoctions or empowering mists in turn, rarely taking much care as to who's on the receiving end. But as a result, they have perhaps more faculty than any other for suddenly changing the balance of combat, crippling multiple foes with a fearsome blast. ##### Feral Discipline Some bloodragers are so steeped with magic that it touches their minds, launching them into a savage fury in combat. Ferals can even transform themselves, twisting their hands into wicked claws and making their very bodies into weapons. They offer perhaps the purest expression of their blood trance, becoming veritable monsters on the battlefield. ##### Mystic Discipline Some bloodragers choose to focus on their magical abilities, honing their sorcery until spellcasting is as natural as breathing. Mystics can channel their bloodline magic into arcane bolts of power, allowing them to eschew weapons entirely if they so choose. ## ~~Captain~~ ### *Valda’s Spire of Secrets* Dragon Eagle Jolly Roger Lion Ram Raven Turtle ## Cardcaster *The wisdom of the Tarot is well known by many a fortune teller but these dabblers in mysticism only scratch the surface of the power contained within the cards of fate. Unlocking the energies within, cardcasters tease out destiny’s strands to work magic upon the world whether to tell the future, defend themselves, subdue foes, or achieve the impossible.* *To a cardcaster, there is nothing more real than their tarot deck, the symbols on its cards as actual and impactful as the wind in the air or a rushing river. They are both the overseers and agents of destiny, driven to adventure by powers beyond their control—forces most people are not even aware exist. To truly embrace the ways of the cardcaster one must work to understand fate, whether to act in accordance with – or directly against. This dance between the cosmic forces of the universe result in a vibrant struggle to achieve true free will. **Source: The Masterclass CODEX*** ### <u>Subclasses - Face Cards</u> *In addition to the major arcana, a tarot set also consists of the minor arcana—the lesser secrets. The cardcaster draws power from these as well, primarily from a face card of their preferred suit.* #### **Knight of Swords** The Knight of Swords embody mental force and determination—the will envisioned as a blade. Cardcasters who focus on the brave Knight draw the sword to become warriors in their own right. #### **Princess of Wands** Wands, often depicted as sprouting sticks, embody the magical power of creation. The Page, or Princess, of Wands enthusiastically explores her esoteric power, and those who focus on her develop an even greater command of their tarot deck. #### **Queen of Chalices** Cups, also called Chalices, represent emotions, particularly love. Guided by the Queen of Chalices, the cardcaster’s flowing affection rallies their allies and keeps their foes at bay. #### **King of Coins** Pentacles, also called Coins, call you to invest in practicality and worldliness. Their powers pertain to thrift, wealth, pragmatism, and taking joy in the here-and-now. Those who strive for the success of the King of Coins embrace the safe—and lucrative—options. #### **Jack of Beasts** In forgotten corners of the world, certain cardcasters practice the forbidden art of monster tarot. Their decks are comprised of strange suits and faces, each of which contain the trapped spirits of monsters. These cardcasters focus on the Jack of Beasts to unleash the creatures within. ## Cleric *Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.* *Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.* *Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. ### <u>Subclasses - Divine Domains</u> *In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.* *Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.* #### **Knowledge Domain** The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. #### **Life Domain** The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). #### **Light Domain** Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. #### **Nature Domain** Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. #### **Tempest Domain** Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. #### **Trickery Domain** Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. #### **War Domain** War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. #### **Death Domain** The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel). #### **Twilight Domain** The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. #### **Order Domain** The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. #### **Forge Domain** The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. #### **Grave Domain** Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. #### **Peace Domain** The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace. #### **Arcana Domain** Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. #### **Destruction Domain**<sup>(VSS)</sup> Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of life, death, and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon the world; in others, they have pleaded with the god for priesthood to destroy a single foe. Others still simply worship their god out of reverent fear. #### **Madness Domain**<sup>(VSS)</sup> Your divine powers originate with the Madgod, a being of paranoia, mayhem, and psychosis. Every deranged thought or uncontrolled flight of fancy empowers the Madgod, who cares little for the logic of other godly domains. That is, of course, because the Madgod is a squirrel living outside the kingdom who once told you the secret of divine power is actually to collect enough fresh boysenberries, but never to eat them, and that it helps to have a good horse at your side. And lo, the rules of reality slipped away and you realized the wisdom of the Madgod’s words. It all makes sense if you think diagonally and squint your ears the right way! #### **Pestilence Domain**<sup>(VSS)</sup> You worship gods who favor corruption and plague, the Domain of Pestilence, for though you are ravaged by disease, it does not harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance. #### **Rum Domain**<sup>(VSS)</sup> Where rum flows easily, the gods of merriment abound. Clerics of the Rum Domain feel the fuzzy warmth of strong drink not as sinful excess, but as praise to the gods of good times, which they worship often and with abandon. They look to spread their merry religion and the good times with it, bringing all to peace and happiness, a few nights of drunken revelry at a time. #### **Travel Domain**<sup>(VSS)</sup> The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel. #### **Wealth Domain**<sup>(VSS)</sup> Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold. #### **Unity Domain**<sup>(UA)</sup> A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences. #### **Blood Domain**<sup>(UA)</sup> The gods of blood are patrons of all varieties of slaughter— including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood. #### **Night Domain**<sup>(UA)</sup> Gods of the night—such as Selûne, Shar, Tharizdon, Takhisis, and Hecate—serve as both creators of light and harbingers of darkness, with moon goods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge. #### **Black Powder Domain**<sup>(TOH)</sup> The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, reveling just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain. #### **Hunt Domain**<sup>(TOH)</sup> Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem. Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey. #### **Mercy Domain**<sup>(TOH)</sup> Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil. #### **Portal Domain**<sup>(TOH)</sup> You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them. #### **Serpent Domain**<sup>(TOH)</sup> You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine. #### **Shadow Domain**<sup>(TOH)</sup> The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen. #### **Vermin Domain**<sup>(TOH)</sup> You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion. #### **Wind Domain**<sup>(TOH)</sup> You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside. #### **Frost Domain**<sup>(TCEE)</sup> Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive. #### **Inquisition Domain**<sup>(TCEE)</sup> Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword. Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths. Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served. #### **Seership Domain**<sup>(TCEE)</sup> Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers “evil” or “unjust”, Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price. The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune. #### **Trade Domain**<sup>(TCEE)</sup> The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price. #### **Community Domain**<sup>(HWD)</sup> The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide. Clerics of such gods value unity, and praise the strength that can be gained when people support each other. #### **Night Domain**<sup>(HWD)</sup> The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness. #### **Commerce Domain**<sup>(FEQ)</sup> Prayer may be the currency of the gods, but hard cash makes the world go round. Clerics of the Commerce Domain believe that society and economy are two sides of the same coin, and defending one’s community means little if you don’t have the resources and trade to back it up. As the Sovereign of World and Wealth, Kol Korran is the most common patron to Clerics of this domain, but those with a more selfish outlook might look to the Keeper to support their greed. #### **Mirror Domain**<sup>(FCG)</sup> The mirror domain is devoted to the ideals of truth and self-reflection. Those who follow this domain craft a magical mirror that deflects harm, reflects a healing light, and connects them to knowledge. While these mirrors begin as ordinary handheld objects, they are physically transformed as part of a sacred ritual connecting the follower to “the source,” the domain’s term for universal knowledge. Adherents believe that conducting this ritual in the Feywild produces the most powerful mirrors. The mirrors are viewed as both fierce weapons and holy relics by followers of this domain. It is not uncommon for them to include the mirror in hallowed rites and ceremonies, especially those that involve scrying. They may also polish their mirrors regularly and adorn them with symbols, etchings, engravings, or other decorations. Upon death, adherents of the mirror domain often leave their mirrors to aspirants who take the mirror through the ritual anew. #### **Mind Domain**<sup>(EE)</sup> This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies. In Eberron, the Mind domain is most associated with the kalashtar Path of Light and the Riedran Path of Inspiration. However, followers of the cults of the Dragon Below might also follow this path. While visions of Xoriat can certainly drive a priest into madness, they might also reveal deeper secrets and mental powers. #### **Cosmic Domain**<sup>(ECHH)</sup> There are things better left unsaid and unseen, things that would break a man’s mind into pieces, that would turn even the most stalwart warrior into a whimpering, pitiful sight. You have glimpsed these truths, a gift, now held safely in your mind’s eye. Even the mightiest elven intellect couldn’t fathom the whole of that which you know to be out there, but you will grant them the opportunity to try. #### **Vigilance Domain**<sup>(ECHH)</sup> Your god holds back the tides of war, diverts the blades in the night, and diffuses the plots of many. To the best of your abilities and in service to their ideals, you aid them, selflessly and tirelessly, holding vigil wherever and whenever needed. At some time an attack will come and the fate of the many will hang on the discipline of the few, or the one. It will be you that makes the difference in that hour, and you will be ready, as always. #### **Missionary Domain**<sup>(CCS)</sup> Clerics of the Missionary Domain operate within a variety of different orders under a diverse set of deities, but they all have been granted the same purpose—spread the word of their god. For some this mission is a virtuous act, and for others, it is simply one side of their deal for divine power. #### **Mystery Cult Domain**<sup>(KT)</sup> While most clerics follow defined gods who seek to convert others to the cause, those of the Mystery Cults often intentionally obscure their faith with esoteric references and cloaked intentions. No less devoted than their more classically divine peers, they are not merely warlocks, but people of true faith in their dark and unknown deities. Standing at the blasphemous confluence of divine and psionic power, they are almost universally condemned and feared, often shrouding their nature and abilities with mystery and working toward esoteric goals. #### **Judgement Domain**<sup>(KT)</sup> A Judgment Domain cleric is a cleric who oversees the distribution of law and order. They may do so in the name justice itself, or in service to a particular aspect of justice. This might be a lawful god—perhaps compassionate, but they may equally be harsh for those that dispense the iron fist of tyranny the world might need—or at the behest of an institution of justice in the land. Employing a Justice Domain cleric is something that any ruling power must consider carefully. While they are almost always Lawful to the extreme, they answer only to their own, higher, ideals of justice. #### **Martyr Domain**<sup>(KT)</sup> Followers of gods that believe in taking on the suffering of those around them. Stalwart and unflinching, these intrepid souls seek to ease the suffering of those around them. While typically altruistic, sometimes their motivations are further afield, belonging to strange cults of suffering or acceptance. #### **Void Domain**<sup>(KT)</sup> Clerics of the Void Domain draw their power from the emptiness between stars, the dark corners of the universe where light dares not venture. These clerics are masters of the unseen and the unfathomable, wielding the very essence of nothingness to warp reality. They can vanish into nothingness, reappearing elsewhere in an instant, and conjure voids that consume light and hope. As emissaries of the void, they channel the terrifying, awe-inspiring power of the infinite darkness, turning the very absence of existence into a formidable weapon. Their presence is a chilling reminder that not all power comes from the light; some lies hidden in the darkness, waiting to be harnessed. #### **Dream Domain**<sup>(KT)</sup> Clerics of the Dream Domain draw upon the power of the ethereal realm of dreams, using their connection to this mystical place to heal allies, control enemies, and shape the dreams of those around them. They follow gods of dreams, creativity, art, music, and the moon. #### **Entropy Domain**<sup>(XLNEE)</sup> Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called “Entropy”: a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists. #### **Survival Domain**<sup>(XLNEE)</sup> Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts. ### Level Up: Advanced 5e #### **Healer Domain** #### **Oracle Domain** #### **Sun Priest Domain** #### **Warpriest Domain** #### **Evolution Domain**<sup>(BoE)</sup> There are few gods of the Evolution Domain; indeed, many gods oppose it outright. But the march of nature and the pressure of survival never ebbs, and so evolution continues with or without the gods’ blessing. Whether or not the first beasts were divinely constructed, those that live in the world today adapt to their environment over generations; those that fail to do so go extinct. In this way, evolution is an arbiter of living things, and an unspoken ethic of the multiverse: adapt or die. Clerics that understand the profundity of this system revere the Evolution Domain and carry its teachings far and wide. #### **Hunt Domain**<sup>(HGMH)</sup> From Artemis to Diana, Skadi and Woden - all gods of the hunt relish the chase. They promote the ideals of a journey: finding a quarry, learning its’ habits, and finishing it with a swift, precise blow. Clerics of these gods might bless nobles before a hunt, work as mercenaries tracking dangerous monsters through the wilderness, or be employed as scouts within armies. They are adept at finding their prey and, once located, use their magic to ensure they are never outrun. Such priests teach that all useful materials must be harvested and consumed to properly honor a quarry, and to ensure the gods’ blessing during the next foray into the wilds. #### **Festivity Domain**<sup>(LAL)</sup> Worshipping deities like Dionysus, Bacchus, Sucellus, and Inari, clerics of the Festivity domain spread joy and frivolity wherever they roam. If not kept in check, the most insignificant gathering can spin out of control to become a roiling crowd of jubilation as the cleric miraculously finds food and drink with which to incite a celebration. Indeed, tales abound of clerics of Festivity infiltrating fortified citadels under siege, instigating exuberant carousing, and leaving their fellow merrymakers collapsed and exhausted after expending every last iota of energy. It is then a simple task for a waiting army to enter the city and lock their fatigued foes in chains. As the ancient proverb goes, “there is no celebration comparable to a cleric’s celebration, for a cleric’s celebration does not cease”. #### **Astral Domain**<sup>(TGS)</sup> Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane. #### **Festus Domain**<sup>(TGS)</sup> Gods of eating and drinking, such as Daghdha or Dionysus, promote the value of a good meal as much as they do the joy of sharing it with friends. As a follower of this domain, you believe that a good feast can be enough to settle most wars. You may know this first-hand: perhaps your life has been marred by poverty and survival with spoiled scraps, or maybe you’ve been blessed with lovingly-cooked meals and the joy of a full stomach. Regardless of your origins, you recognize the magic of a good meal and the power it has on a person’s spirit and well-being. Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you at your worst. #### **Blood Domain**<sup>TDR</sup> Developed by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends. #### **Moon Domain**<sup>TDR</sup> Since the Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by Catha and Ruidus, the two moons of Exandria. The Moonweaver herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck. #### **Commerce Domain**<sup>UAH</sup> #### **Darkness Domain**<sup>UAH</sup> #### **Infernal Domain**<sup>UAH</sup> #### **Love Domain**<sup>UAH</sup> #### **Prophecy Domain**<sup>UAH</sup> #### **Time Domain**<sup>UAH</sup> #### **Shadow Domain**<sup>(GTD)</sup> ## Craftsman *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Artisan’s Guilds</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### Valda’s Spire of Secrets #### **Arcane Maester Guild** #### **Armiger Guild** #### **Bladeworker Guild** #### **Calibaron Guild** #### **Forgeknight Guild** #### **Mechanaut Guild** #### **Thunderlord Guild** #### **Trapper Guild** ## Dracoknight *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Draconic Bonds</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### Assorted Homebrew #### **Guardian Bond** #### **Rider Bond** #### **Sniper Bond** #### **Mage Bond** ## Dragon Knight *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Knight Practices</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### Assorted Homebrew (2024e) #### **Bound Practice** #### **Devout Practice** #### **Valiant Practice** (2014e v9) #### **Rider Practice** #### **Elemental Practice** #### **Platinum Practice** #### **Shadow Practice** #### **Valiant Practice** #### **Garden Practice** ## Druid *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Druid Circles</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Circle of the Land** #### **Circle of the Moon** #### **Circle of Dreams** #### **Circle of the Shepherd** #### **Circle of Spores** #### **Circle of Stars** #### **Circle of Wildfire** #### **Circle of the City**<sup>(VSS)</sup> #### **Circle of the Deep**<sup>(VSS)</sup> #### **Circle of the Fist**<sup>(VSS)</sup> #### **Circle of Stones**<sup>(VSS)</sup> #### **Circle of Vermin**<sup>(VSS)</sup> #### **Circle of the Wyrm**<sup>(VSS)</sup> #### **Circle of Twilight**<sup>(UA)</sup> #### **Circle of the Seedling**<sup>(UA)</sup> #### **Circle of Ash**<sup>(TOH)</sup> #### **Circle of Bees**<sup>(TOH)</sup> #### **Circle of Crystals**<sup>(TOH)</sup> #### **Circle of Sand**<sup>(TOH)</sup> #### **Circle of The Green**<sup>(TOH)</sup> #### **Circle of The Shapeless**<sup>(TOH)</sup> #### **Circle of Wind**<sup>(TOH)</sup> #### **Circle of Bough**<sup>(TCEE)</sup> #### **Circle of the Coven**<sup>(TCEE)</sup> #### **Circle of the Dragonfriend**<sup>(TCEE)</sup> #### **Circle of Seafarers**<sup>(TCEE)</sup> #### **Circle of the Leaf**<sup>(ToV)</sup> #### **Circle of Visions**<sup>(FCG)</sup> #### **Circle of the Forged**<sup>(EE)</sup> #### **Circle of Blossoming**<sup>(ECHH)</sup> #### **Circle of Primeval Grove**<sup>(ECHH)</sup> #### **Circle of Crystals**<sup>(CCS)</sup> #### **Circle of Nightmares**<sup>(KT)</sup> #### **Circle of Aspects**<sup>(KT)</sup> #### **Circle of Elements**<sup>(KT)</sup> #### **Circle of Growth**<sup>(KT)</sup> #### **Circle of Roots**<sup>(KT)</sup> #### **Circle of the City**<sup>(KT)</sup> #### **Circle of the Grove**<sup>(KT)</sup> #### **Circle of the Sun**<sup>(KT)</sup> #### **Circle of The Wild**<sup>(KT)</sup> #### **Circle of Seasons**<sup>(XLNEE)</sup> #### **Circle of the Spiritlord**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Circle of the Guardian** #### **Circle of the Skinchanger** #### **Circle of the Treespeaker** #### **Circle of Primal**<sup>(BoE)</sup> #### **Circle of the Hive**<sup>(HGMH)</sup> #### **Circle of the Unbroken**<sup>(TGS)</sup> #### **Circle of Dragons**<sup>(TGS)</sup> #### **Circle of Eclipse**<sup>(TGS)</sup> #### **Circle of the Storm**<sup>(TGS)</sup> #### **Circle of the Blighted**<sup>TDR</sup> #### **Circle of Bond**<sup>UAH</sup> #### **Circle of Branch**<sup>UAH</sup> #### **Circle of Cataclysm**<sup>UAH</sup> #### **Circle of Community**<sup>UAH</sup> #### **Circle of Spirit**<sup>UAH</sup> #### **Circle of Succulents**<sup>UAH</sup> #### **Circle of Petal**<sup>(OTG)</sup> #### **Circle of Contamination**<sup>(GTD)</sup> ## Evolutionist *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Evolutionary Methods</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Crystalpunk Campaign Setting* #### **Method of Innovation** #### **Method of Mutation** #### **Method of Infusion** ## Fighter *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Martial Archetypes</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Champion** #### **Battle Master** #### **Eldritch Knight** #### **Arcane Archer** #### **Cavalier** #### **Samurai** #### **Psi Warrior** #### **Rune Knight** #### **Echo Knight** #### **Purple Dragon Knight** #### **Bone Knight**<sup>(VSS)</sup> #### **Brawler**<sup>(VSS)</sup> #### **Celestial Lancer**<sup>(VSS)</sup> #### **Corsair**<sup>(VSS)</sup> #### **Dungeoneer**<sup>(VSS)</sup> #### **Mage Hand Magus**<sup>(VSS)</sup> #### **Scout**<sup>(UA)</sup> #### **Monster Hunter**<sup>(UA)</sup> #### **Brute**<sup>(UA)</sup> #### **Blood Knight**<sup>(UA)</sup> #### **Arcane Marksman (AA Revision)**<sup>(UA)</sup> #### **Buccaneer**<sup>(TOH)</sup> #### **Chaplain**<sup>(TOH)</sup> #### **Legionary**<sup>(TOH)</sup> #### **Pugilist**<sup>(TOH)</sup> #### **Radiant Pikeman**<sup>(TOH)</sup> #### **Timeblade**<sup>(TOH)</sup> #### **Tunnel Watcher**<sup>(TOH)</sup> #### **Bodyguard**<sup>(TCEE)</sup> #### **Fencer**<sup>(TCEE)</sup> #### **Phoenix Knight**<sup>(TCEE)</sup> #### **Scrapper**<sup>(TCEE)</sup> #### **Scofflaw**<sup>(HWD)</sup> #### **Court Guard**<sup>(FCG)</sup> #### **Phylax**<sup>(ECHH)</sup> #### **Myrmidon**<sup>(ECHH)</sup> #### **Weaponforger**<sup>(CCS)</sup> #### **Tech Knight**<sup>(KT)</sup> #### **Adventurer**<sup>(KT)</sup> #### **Brawler**<sup>(KT)</sup> #### **Champion Revised**<sup>(KT)</sup> #### **Crusader**<sup>(KT)</sup> #### **Spiritsworn**<sup>(KT)</sup> #### **Green Knight**<sup>(KT)</sup> #### **Runeguard**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Brute** #### **Duelist** #### **Gladiator** #### **Knight** #### **Sharpshooter** #### **Bestiarius**<sup>(BoE)</sup> #### **Timeless Monumental**<sup>(CFSA)</sup> #### **Discordant**<sup>(CFSA)</sup> #### **Tavern Brawler**<sup>(LAL)</sup> #### **Couatl Herald**<sup>(TGS)</sup> #### **Steel Hawk**<sup>(TGS)</sup> #### **Meteor Knight**<sup>(TGS)</sup> #### **Shadow Knight**<sup>(TGS)</sup> #### **Sea Captain**<sup>E</sup> #### **Armiger**<sup>UAH</sup> #### **Combat Medic**<sup>UAH</sup> #### **Crusader**<sup>UAH</sup> #### **Gladiator**<sup>UAH</sup> #### **Gunslinger**<sup>UAH</sup> #### **Seafarer**<sup>UAH</sup> #### **The Spirit Fused**<sup>(OTG)</sup> #### **Commander**<sup>(GTD)</sup> ## Gunslinger or gunfighter MCDX *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Gunslinger’s Creeds</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Valda’s Spire of Secrets* #### **Gun Tank Creed** #### **Gun-Ko Master Creed** #### **High Roller Creed** #### **Musketeer Creed** #### **Pistolero Creed** #### **Sharpshooter Creed** #### **Spellslinger Creed** #### **Trick Shot Creed** #### **White Hat Creed** ## Herald *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Blood Hunter Orders</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Level Up: Advanced 5e* Green Knight Holy Champion Inquisitor ## Investigator *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Occult Specializations</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Valda’s Spire of Secrets* #### **Antiquarian Specialization** #### **Archivist Specialization** #### **Detective Specialization** #### **Exterminator Specialization** #### **Inquisitor Specialization** #### **Medium Specialization** #### **Occultist Specialization** #### **Spy Specialization** ## Justiciar *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Court Divisions</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Assorted Homebrew* #### **Defense Division** #### **Enforcement Division** #### **Execution Division** #### **Prosecution Division** #### **Reformation Division** ## Magus *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* Either LaserLlama or DM Guild *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Eldritch Societies / Esoteric Orders</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Assorted Homebrew* #### **Arcane Order Society** #### **Primordial Seal Society** #### **Sylvan Circle Society** (LaserLlama) #### **Order of Arcanists**<sup>(LL)</sup> #### **Order of Arcane Archers**<sup>(LL)</sup> #### **Order of Dragon Knights**<sup>(LL)</sup> #### **Order of Blade Dancers**<sup>(LL)</sup> #### **Order of Spellbreakers**<sup>(LL)</sup> #### **Order of Warders**<sup>(LL)</sup> #### **Order of Armorers**<sup>(LL)</sup> #### **Order of Conduits**<sup>(LL)</sup> #### **Order of Hexblades**<sup>(LL)</sup> #### **Order of Shades**<sup>(LL)</sup> #### **Order of Spellblades**<sup>(LL)</sup> #### **Order of Travelers**<sup>(LL)</sup> ## Martyr *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Mortal Burdens</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Valda’s Spire of Secrets* #### **Burden of Atonement** #### **Burden of Discord** #### **Burden of The End** #### **Burden of Mercy** #### **Burden of Rebirth** #### **Burden of Revolution** #### **Burden of Truth** #### **Burden of Tyranny** ## Monk *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Monastic Traditions</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Way of the Open Hand** #### **Way of the Shadow** #### **Way of the Four Elements** #### **Way of Mercy** #### **Way of the Astral Self** #### **Way of the Drunken Master** #### **Way of the Kensei** #### **Way of the Sun Soul** #### **Way of the Long Death** #### **Way of the Ascendant Dragon** #### **Way of the Bow**<sup>(VSS)</sup> #### **Way of the Flagellant**<sup>(VSS)</sup> #### **Way of the Four Fists**<sup>(VSS)</sup> #### **Way of the Mask**<sup>(VSS)</sup> #### **Way of the Rose**<sup>(VSS)</sup> #### **Way of Street Fighting**<sup>(VSS)</sup> #### **Way of Tranquility**<sup>(UA)</sup> #### **Way of the Bloodied Fist**<sup>(UA)</sup> #### **Way of Thorns**<sup>(UA)</sup> #### **Way of the Four Elements Revised**<sup>(UA)</sup> #### **Way of Concordant Motion**<sup>(TOH)</sup> #### **Way of The Dragon**<sup>(TOH)</sup> #### **Way of the Humble Elephant**<sup>(TOH)</sup> #### **Way of Still Waters**<sup>(TOH)</sup> #### **Way of the Tipsy Monkey**<sup>(TOH)</sup> #### **Way of the Unerring Arrow**<sup>(TOH)</sup> #### **Way of the Wildcat**<sup>(TOH)</sup> #### **Way of Devils**<sup>(TCEE)</sup> #### **Way of the Cosmic Mind**<sup>(TCEE)</sup> #### **Way of Mundanity**<sup>(TCEE)</sup> #### **Way of the Iron Grasp**<sup>(TCEE)</sup> #### **Way of the Four Elements Remastered**<sup>(TCEE)</sup> #### **Way of the Warshaper**<sup>(TCEE)</sup> #### **Way of the Deep Winter**<sup>(FCG)</sup> #### **Way of the Living Weapon**<sup>(EE)</sup> #### **Way of the Bestial Memesis**<sup>(ECHH)</sup> #### **Way of Crescent Flow**<sup>(ECHH)</sup> #### **Way of the Streets**<sup>(CCS)</sup> #### **Way of the Soul Blade**<sup>(KT)</sup> #### **Way of the Demon**<sup>(KT)</sup> #### **Way of the Four Elements Revised**<sup>(KT)</sup> #### **Way of the Outcast**<sup>(KT)</sup> #### **Way of the Sword Saint**<sup>(KT)</sup> #### **Way of Atonement**<sup>(XLNEE)</sup> #### **Way of Empathy**<sup>(XLNEE)</sup> #### **Way of the Dodo**<sup>(BoE)</sup> #### **Way of the Black Star**<sup>(CFSA)</sup> #### **Way of the Noble Serpent**<sup>(CFSA)</sup> #### **Way of the Artisan**<sup>(LAL)</sup> #### **Way of the Celestial**<sup>(TGS)</sup> #### **Way of the Aether**<sup>(TGS)</sup> #### **Way of the Dancing Blades**<sup>E</sup> #### **Way of the Cobalt Soul**<sup>TDR</sup> #### **Way of Internal Alchemy**<sup>UAH</sup> #### **Way of the Kabuki**<sup>UAH</sup> #### **Way of the Peaceful Warrior**<sup>UAH</sup> #### **Way of the Tattooed Temple**<sup>UAH</sup> #### **Way of the Presence**<sup>UAH</sup> #### **Way of Thorns** #### **Way of the Sheep Dragon Shepard**<sup>(OTG)</sup> #### **Way of the Arcane Hand**<sup>(GTD)</sup> #### **Way of the Serpent**<sup>(GTD)</sup> ## Mystic *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Mystic Orders</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Unearthed Arcana* #### **Avatar Order** #### **Awakened Order** #### **Immortal Order** #### **Nomad Order** #### **Soul Knife Order** #### **Wu Jen Order** ## ~~Necromancer~~ ### *Valda’s Spire of Secrets* Blood Ascendant Death Knight Overlord Pale Master Pharaoh Plague Lord Reanimator Reaper ## Occultist *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Occult Traditions / Occult Paths</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *KibblesTasty* + Masterclass CODEX #### **Witch Tradition** #### **Shaman Tradition** #### **Oracle Tradition** #### **Hedgemage Tradition** #### **Spiritualist Tradition** #### **Voidwatcher Tradition** ## Paladin *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Sacred Oaths</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Oath of Devotion** #### **Oath of the Ancients** #### **Oath of Vengeance** #### **Oathbreaker** #### **Oath of Conquest** #### **Oath of Redemption** #### **Oath of Glory** #### **Oath of the Watchers** #### **Oath of the Crown** #### **Oath of Eternal Night**<sup>(VSS)</sup> #### **Oath of Heresy**<sup>(VSS)</sup> #### **Oath of Revelry**<sup>(VSS)</sup> #### **Oath of Storms**<sup>(VSS)</sup> #### **Oath of The Sun**<sup>(VSS)</sup> #### **Oath of Winter**<sup>(VSS)</sup> #### **Oath of Heroism**<sup>(UA)</sup> #### **Oath of Treachery**<sup>(UA)</sup> #### **Oath of the Grave**<sup>(DAC)</sup> #### **Oath of the Hellsworn**<sup>(UA)</sup> #### **Oath of Justice**<sup>(TOH)</sup> #### **Oath of Elements**<sup>(TOH)</sup> #### **Oath of the Guardian**<sup>(TOH)</sup> #### **Oath of the Hearth**<sup>(TOH)</sup> #### **Oath of the Plaguetouched**<sup>(TOH)</sup> #### **Oath of Enlightenment**<sup>(TCEE)</sup> #### **Oath of Unrest**<sup>(TCEE)</sup> #### **Oath of Beauty**<sup>(FCG)</sup> #### **Oath of Absolution**<sup>(ECHH)</sup> #### **Oath of Forbiddance**<sup>(ECHH)</sup> #### **Oath of Rebellion**<sup>(CCS)</sup> #### **Oath of Sanity**<sup>(KT)</sup> #### **Oath of Silence**<sup>(KT)</sup> #### **Oath of Predation**<sup>(XLNEE)</sup> #### **Oath of Providence**<sup>(XLNEE)</sup> #### **Oath of Preservation**<sup>(BoE)</sup> #### **Oath of Avarice**<sup>(CFSA)</sup> #### **Oath of Judgement**<sup>(CFSA)</sup> #### **Oath of Harvest**<sup>(HGMH)</sup> #### **Oath of the Hearth**<sup>(TGS)</sup> #### **Oath of Spelldrinker**<sup>(TGS)</sup> #### **Oath of Dreamwarden**<sup>(TGS)</sup> #### **Oath of The Holy Flame**<sup>E</sup> #### **Oath of the Open Sea**<sup>TDR</sup> #### **Oath of Purgation**<sup>(SMR)</sup> #### **Oath of Ancestors**<sup>UAH</sup> #### **Oath of Compassion**<sup>UAH</sup> #### **Oath of the Planes**<sup>UAH</sup> #### **Oath of Rebellion**<sup>UAH</sup> #### **Oath of Unity**<sup>UAH</sup> #### **Oath of Vigilance**<sup>UAH</sup> #### **Oath of The River**<sup>(OTG)</sup> #### **Oath of Hexes**<sup>(GTD)</sup> ## Psion *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Psionic Awakenings</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *KibblesTasty* #### **Awakened** #### **Unleashed** #### **Transcended** #### **Shaper’s** #### **Wandering** #### **Elemental** #### **Consuming** #### **Knowing** ### Laser Llama #### **Empath** #### **Enlightened** #### **Immortal** #### **Outsider** #### **Visionary** #### **Wilder** ## Pugilist<sup>UAH</sup> *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Fight Clubs</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Assorted Homebrew*<sup>(UAH)</sup> #### **Arena Royale Club** #### **Bloodhound Bruisers Club** #### **Dog & Hound Club** #### **Hand of Dread Club** #### **Lead Eaters Club** #### **Paradox Consortium Club** #### **Piss & Vinegar Club** #### **Relentless Revenant Club** #### **Rift Hitter Club** #### **The Squared Circle Club** #### **The Sweet Science Club** ## Ranger *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Ranger Archetypes</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Fey Wanderer** #### **Swarmkeeper** #### **Gloom Stalker** #### **Horizon Walker** #### **Monster Slayer** #### **Hunter** #### **Beast Master** #### **Drakewarden** #### **Beastborne**<sup>(VSS)</sup> #### **Freerunner**<sup>(VSS)</sup> #### **Highwayman**<sup>(VSS)</sup> #### **Spellbreaker**<sup>(VSS)</sup> #### **Trophy Hunter**<sup>(VSS)</sup> #### **Vigilante**<sup>(VSS)</sup> #### **(UA Version)**<sup>(UA)</sup> #### **Deep Stalker**<sup>(UA)</sup> #### **Primeval Guardian**<sup>(UA)</sup> #### **Nightstalker**<sup>(DAC)</sup> #### **Seedmaster**<sup>(UA)</sup> #### **Beast Trainer**<sup>(TOH)</sup> #### **Grove Warden**<sup>(TOH)</sup> #### **Gunslinger**<sup>(TOH)</sup> #### **Haunted Warden**<sup>(TOH)</sup> #### **Snake Speaker**<sup>(TOH)</sup> #### **Spear of the Weald**<sup>(TOH)</sup> #### **Wasteland Strider**<sup>(TOH)</sup> #### **Bog Phantom**<sup>(TCEE)</sup> #### **Dark Trapper**<sup>(TCEE)</sup> #### **Herbalist**<sup>(TCEE)</sup> #### **Predator**<sup>(TCEE)</sup> #### **Stargazer**<sup>(TCEE)</sup> #### **Bloodhound**<sup>(FEQ)</sup> #### **Cosmic Caller**<sup>(FCG)</sup> #### **Primordial Keeper**<sup>(ECHH)</sup> #### **Wildcatter**<sup>(ECHH)</sup> #### **Infernal Rider**<sup>(CCS)</sup> #### **Specialist**<sup>(KT)</sup> #### **Mind Reaper**<sup>(KT)</sup> #### **Beast Master Revised**<sup>(KT)</sup> #### **Bounty Hunter**<sup>(KT)</sup> #### **Burghal Explorer**<sup>(XLNEE)</sup> #### **Wasteland Wanderer**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Beastmaster** #### **Warden** #### **Wildborn** #### **Spiritbound**<sup>(BoE)</sup> #### **Hound of the Huntsman**<sup>(CFSA)</sup> #### **Trapper**<sup>(HGMH)</sup> #### **Winter Trapper**<sup>(TGS)</sup> #### **Gravetender**<sup>(TGS)</sup> #### **Rocborne**<sup>(TGS)</sup> #### **Shadow Caller**<sup>(E)</sup> #### **Cometcaller**<sup>(SMR)</sup> #### **Apex Predator**<sup>UAH</sup> #### **Bounty Hunter**<sup>UAH</sup> #### **Cronesguard**<sup>UAH</sup> #### **Freerunner**<sup>UAH</sup> #### **Geomancer**<sup>UAH</sup> #### **Spirit Guardian**<sup>UAH</sup> #### **Corrupted Ranger**<sup>(OTG)</sup> #### **Urban Ranger**<sup>(GTD)</sup> ## Rogue *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Roguish Archetypes</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Thief** #### **Assassin** #### **Arcane Trickster** #### **Inquisitive** #### **Mastermind** #### **Scout** #### **Swashbuckler** #### **Phantom** #### **Soulknife** #### **Arachnoid Stalker**<sup>(VSS)</sup> #### **Enforcer**<sup>(VSS)</sup> #### **Grifter**<sup>(VSS)</sup> #### **Shadow Master**<sup>(VSS)</sup> #### **Temporal Trickster**<sup>(VSS)</sup> #### **Titan Slayer**<sup>(VSS)</sup> #### **Shadow**<sup>(DAC)</sup> #### **Cat Burglar**<sup>(TOH)</sup> #### **Dawn Blade**<sup>(TOH)</sup> #### **Sapper**<sup>(TOH)</sup> #### **Smuggler**<sup>(TOH)</sup> #### **Soulspy**<sup>(TOH)</sup> #### **Underfoot**<sup>(TOH)</sup> #### **Improviser**<sup>(TCEE)</sup> #### **Temple Raider**<sup>(TCEE)</sup> #### **Wayfinder**<sup>(TCEE)</sup> #### **Witchblade**<sup>(TCEE)</sup> #### **Enforcer**<sup>(ToV)</sup> #### **Reveler**<sup>(FCG)</sup> #### **Knife Juggler**<sup>(ECHH)</sup> #### **Mnemonic**<sup>(ECHH)</sup> #### **Quickdraw**<sup>(CCS)</sup> #### **Gadgeteer**<sup>(KT)</sup> #### **Assassin Revised**<sup>(KT)</sup> #### **Divine Hand**<sup>(KT)</sup> #### **Shinobi**<sup>(KT)</sup> #### **Surgeon**<sup>(KT)</sup> #### **Divine Herald**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Burglar** #### **Cutthroat** #### **Investigator** #### **Trapsmith** #### **Chameleon**<sup>(BoE)</sup> #### **Graverobber**<sup>(CFSA)</sup> #### **Spidertouched**<sup>(CFSA)</sup> #### **Charlatan**<sup>(LAL)</sup> #### **Runetagger**<sup>(TGS)</sup> #### **Grim Surgeon**<sup>(TGS)</sup> #### **Sky Wanderer**<sup>E</sup> #### **Apothecary**<sup>(UAH)</sup> #### **Bouncer**<sup>(UAH)</sup> #### **Paramour**<sup>(UAH)</sup> #### **Phantom Thief**<sup>(UAH)</sup> #### **Street Rat**<sup>(UAH)</sup> #### **Zealous Inquisitor**<sup>(UAH)</sup> #### **Waxwork Rogue**<sup>(OTG)</sup> #### **Smuggler**<sup>(GTD)</sup> ## Savant *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Academic Disciplines</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Level Up: Advanced 5e* Steward Vanguard Vox ### Laser Llama #### **Archaeologist Discipline** #### **Investigator Discipline** #### **Naturalist Discipline** #### **Physician Discipline** #### **Tactician Discipline** #### **Culinarian Discipline** #### **Mentor Discipline** #### **Orator Discipline** #### **Philosopher Discipline** #### **Rune Scribe Discipline** #### **Virtuoso Discipline** ## Shaman *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Spiritualities</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### Laser Llama #### **Curse Binder Spirituality** #### **Far Seer Spirituality** #### **Spirit Warrior Spirituality** #### **Wild Heart Spirituality** #### **Witch Doctor Spirituality** #### **Astrologer Spirituality** #### **Blood Priest Spirituality** #### **Elementalist Spirituality** #### **Idolater Spirituality** #### **Spirit Guide Spirituality** #### **Wyrmbound Spirituality** ## Spellblade *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Spellblade Techniques</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *KibblesTasty* #### **Battlemage Technique** #### **Guardian Technique** #### **Swiftblade Technique** #### **Mage Hunter Technique** #### **Spellshot Technique** #### **Rimeblade Technique** #### **Flying Sword Technique** #### **Spellfist Technique** #### **Aether Blade Technique** ## Sorcerer *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Sorcerous Origin</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Aberrant Mind Origin** #### **Clockwork Soul Origin** #### **Divine Soul Origin** #### **Shadow Magic Origin** #### **Storm Sorcery Origin** #### **Draconic Bloodline Origin** #### **Wild Magic Origin** #### **Emotion Lord Origin**<sup>(VSS)</sup> #### **Mirrorkin Origin**<sup>(VSS)</sup> #### **Oozemaster Origin**<sup>(VSS)</sup> #### **Reincarnated Hero Origin**<sup>(VSS)</sup> #### **Spiritborn Origin**<sup>(VSS)</sup> #### **Toon Magic Origin**<sup>(VSS)</sup> #### **Shadow Origin**<sup>(UA)</sup> #### **Phoenix Origin**<sup>(UA)</sup> #### **Stone Origin**<sup>(UA)</sup> #### **Giant Origin**<sup>(UA)</sup> #### **Deathtouched Origin**<sup>(DAC)</sup> #### **Vampiric Bloodline Origin**<sup>(DAC)</sup> #### **Blighted Origin**<sup>(UA)</sup> #### **Black Powder Origin**<sup>(TOH)</sup> #### **Cold Blooded Origin**<sup>(TOH)</sup> #### **Rifthopper Origin**<sup>(TOH)</sup> #### **Spore Sorcery Origin**<sup>(TOH)</sup> #### **Wastelander Origin**<sup>(TOH)</sup> #### **Bestial Spirit Origin**<sup>(TCEE)</sup> #### **Rakshasa Bloodline Origin**<sup>(TCEE)</sup> #### **Spellslinger Origin**<sup>(TCEE)</sup> #### **Wild Magic Remasterd Origin**<sup>(TCEE)</sup> #### **Nemesis Origin**<sup>(FEQ)</sup> #### **Evil Eye Origin**<sup>(FCG)</sup> #### **Lunar Origin**<sup>(ECHH)</sup> #### **Solar Origin**<sup>(ECHH)</sup> #### **Nightmare Origin**<sup>(CCS)</sup> #### **Aether Heart Origin**<sup>(KT)</sup> #### **Planetouched Origin**<sup>(KT)</sup> #### **Fey Origin**<sup>(KT)</sup> #### **Fiend Origin**<sup>(KT)</sup> #### **Pheonix Spark Origin**<sup>(KT)</sup> #### **Sea Soul Origin**<sup>(KT)</sup> #### **Stoneheart Origin**<sup>(KT)</sup> #### **Fey Magic Origin**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Draconist Origin** #### **Enigma Origin** #### **Traveler Origin** #### **Child of the Sun Origin**<sup>(MCDM)</sup> #### **Mutagenic Bloodline Origin**<sup>(BoE)</sup> #### **Ashen Bloodline Origin**<sup>(CFSA)</sup> #### **Blackthorn Bloodline Origin**<sup>(CFSA)</sup> #### **Skinshifter Origin**<sup>(HGMH)</sup> #### **Frost Magic Origin**<sup>(TGS)</sup> #### **Desert Soul Origin**<sup>(TGS)</sup> #### **Runechild Origin**<sup>TDR</sup> #### **Arcane Prodigy Origin**<sup>UAH</sup> #### **Astral Born Origin**<sup>UAH</sup> #### **Cursed Existence Origin**<sup>UAH</sup> #### **Greenheart Origin**<sup>UAH</sup> #### **Oblex Imposter Origin**<sup>UAH</sup> #### **Reincarnated Warrior Origin**<sup>UAH</sup> #### **Oni Bloodline Origin**<sup>(OTG)</sup> #### **Delirium Soul Origin**<sup>(GTD)</sup> ## Soulshaper *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Spiritual Disciplines</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Crystalpunk Campaign Setting* #### **Soothsaying Discipline** #### **Witchcraft Discipline** #### **Manifestation Discipline** #### **Soulblades Discipline** ## Tamer *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Training Paradigms</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Hit Point Press* #### **Leader Paradigm**<sup>(HGMH)</sup> #### **Infuser Paradigm**<sup>(HGMH)</sup> #### **Necromancer Paradigm**<sup>(HGMH)</sup> #### **Splicer Paradigm**<sup>(HGMH)</sup> #### **Swarmslinger Paradigm**<sup>(LAL)</sup> ## Warden *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Warden Bonds / Primal Strengths</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Bloodwrath Guardian Bond**<sup>(VSS)</sup> #### **Grey Watchman Bond**<sup>(VSS)</sup> #### **Nightgaunt Bond**<sup>(VSS)</sup> #### **Soulblood Shaman Bond**<sup>(VSS)</sup> #### **Stoneheart Defender Bond**<sup>(VSS)</sup> #### **Storm Sentinel Bond**<sup>(VSS)</sup> #### **Verdant Protector Bond**<sup>(VSS)</sup> ### *KibblesTasty* #### **Elemental Soul**<sup>(KT)</sup> #### **Beasthide**<sup>(KT)</sup> #### **Elderheart**<sup>(KT)</sup> #### **Stoneblood**<sup>(KT)</sup> #### **Sunwatcher**<sup>(KT)</sup> #### **Ironbound**<sup>(KT)</sup> #### **Dreadwing**<sup>(KT)</sup> #### **Timetwister**<sup>(KT)</sup> #### **Astral Guardian**<sup>(KT)</sup> #### **Bone Binder**<sup>(KT)</sup> ## Warlock *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Otherworldly Patrons</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **The Archfey** #### **The Fiend** #### **The Great Old One** #### **The Celestial** #### **Undying** #### **The Hexblade** #### **The Fathomless** #### **The Genie** #### **The Undead** #### **The Dead Mists**<sup>(VSS)</sup> #### **The Future You**<sup>(VSS)</sup> #### **The Legacy**<sup>(VSS)</sup> #### **The Magician**<sup>(VSS)</sup> #### **The Symbiont**<sup>(VSS)</sup> #### **Undying Light**<sup>(UA)</sup> #### **The Seeker**<sup>(UA)</sup> #### **Raven Queen**<sup>(UA)</sup> #### **The Archlich**<sup>(DAC)</sup> #### **Ancient Dragons**<sup>(TOH)</sup> #### **Animal Lords**<sup>(TOH)</sup> #### **Hunter in Darkness**<sup>(TOH)</sup> #### **Old Wood**<sup>(TOH)</sup> #### **Primordial**<sup>(TOH)</sup> #### **Wyrdweaver**<sup>(TOH)</sup> #### **Ancient Wyrm**<sup>(TCEE)</sup> #### **Creeping Vine**<sup>(TCEE)</sup> #### **Cryptic Oracle**<sup>(TCEE)</sup> #### **Greate Ooze**<sup>(TCEE)</sup> #### **Inevitable**<sup>(TCEE)</sup> #### **Undying Remastered**<sup>(TCEE)</sup> #### **Reaper**<sup>(ToV)</sup> #### **Stone Sovereign**<sup>(FEQ)</sup> #### **The Muse**<sup>(FCG)</sup> #### **The Haunter**<sup>(ECHH)</sup> #### **The Seeker**<sup>(ECHH)</sup> #### **The Lost Soul**<sup>(CCS)</sup> #### **The Ancient Intelligence**<sup>(KT)</sup> #### **That Which Is Beyond**<sup>(KT)</sup> #### **The Tempest**<sup>(KT)</sup> #### **The Dragon**<sup>(KT)</sup> #### **The Fey**<sup>(KT)</sup> #### **The Knowledge Keeper**<sup>(KT)</sup> #### **The Overseer**<sup>(KT)</sup> #### **The Ooze**<sup>(KT)</sup> #### **The Chaos**<sup>(XLNEE)</sup> #### **The Noble Genie**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **Alienist** #### **Diabolist** #### **Spellbound** #### **The Horned One**<sup>(MCDM)</sup> #### **The Swarm**<sup>(BoE)</sup> #### **The Accursed Archive**<sup>(CFSA)</sup> #### **The Ashen Wolf**<sup>(CFSA)</sup> #### **The Eternal Citadel**<sup>(CFSA)</sup> #### **The Eternal Graveyard**<sup>(CFSA)</sup> #### **The Gelatinous Convocation**<sup>(CFSA)</sup> #### **The Gray Portrait**<sup>(CFSA)</sup> #### **The Keeper of the Depths**<sup>(CFSA)</sup> #### **The Perfect Chord**<sup>(CFSA)</sup> #### **The Serpent Empress**<sup>(CFSA)</sup> #### **The Shadowcat**<sup>(CFSA)</sup> #### **The Stormlord**<sup>(CFSA)</sup> #### **The Warrior-Saint**<sup>(CFSA)</sup> #### **The Weaver of Lies**<sup>(CFSA)</sup> #### **The Wild Huntsman**<sup>(CFSA)</sup> #### **Astral Griffon**<sup>(TGS)</sup> #### **The Many**<sup>(TGS)</sup> #### **The Ancient Beast**<sup>E</sup> #### **The Archmage**<sup>UAH</sup> #### **The Crone**<sup>UAH</sup> #### **The Great Trickster**<sup>UAH</sup> #### **The Icebound**<sup>UAH</sup> #### **The Librarian**<sup>UAH</sup> #### **The Titan**<sup>UAH</sup> #### **The Lantern**<sup>(OTG)</sup> #### **The Cosmos**<sup>(GTD)</sup> #### **The Flesh**<sup>(GTD)</sup> ## Warlord *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.*(Mystic Arts, KibblesTasty, Zaelos, Laser Llama) *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Leadership Styles / Warlord Presences / Warlord Types</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **Noble**<sup>(KT)</sup> #### **Chieftain**<sup>(KT)</sup> #### **Commander**<sup>(KT)</sup> #### **Packleader**<sup>(KT)</sup> #### **Paragon**<sup>(KT)</sup> #### **Tactician**<sup>(KT)</sup> #### **Daner**<sup>(KT)</sup> #### **Dreadlord**<sup>(KT)</sup> ### *Assorted Homebrew* (Zaelos) #### **Chieftain** #### **White Raven** #### **Taskmaster** #### **Field Physician** #### **Mentor** #### **Arcane Commander** #### **Shadow Marshal** #### **Controller** #### **Revenant** Warlord (MysticArts) #### **Exemplar** #### **Tactician** #### **Warchief** ## Warmage *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Arcane Initiations</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### *Valda’s Spire of Secrets* #### **Bishops Initiations** #### **Cards Initiations** #### **Dice Initiations** #### **Kings Initiations** #### **Knights Initiations** #### **Lancers Initiations** #### **Pawns Initiations** #### **Rooks Initiations** ## ~~Witch~~ ### *Valda’s Spire of Secrets* Black Blood Green Purple Red Steel Tea Technicolor White ## Wizard *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Arcane Traditions</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* #### **School of Abjuration** #### **School of Conjuration** #### **School of Divination** #### **School of Enchantment** #### **School of Evocation** #### **School of Illusion** #### **School of Necromancy** #### **School of Transmutation** #### **School of Graviturgy** #### **School of Chronurgy** #### **School of War Magic** #### **Bladesinger** #### **School of the Scribes** #### **Familiar Master**<sup>(VSS)</sup> #### **Magic Missile Mage**<sup>(VSS)</sup> #### **Mystic Savant**<sup>(VSS)</sup> #### **School of Chronomancy**<sup>(VSS)</sup> #### **School of Gastronomy**<sup>(VSS)</sup> #### **School of Somnomancy**<sup>(VSS)</sup> #### **School of Theurgy**<sup>(UA)</sup> #### **School of Lore Mastery**<sup>(UA)</sup> #### **School of Invention**<sup>(UA)</sup> #### **School of Onomancy**<sup>(UA)</sup> #### **School of Reawakening**<sup>(DAC)</sup> #### **School of Hemomancy**<sup>(DAC)</sup> #### **Cantrip Adept**<sup>(TOH)</sup> #### **Courser Mage**<sup>(TOH)</sup> #### **Familiar Master**<sup>(TOH)</sup> #### **School of Gravebinding**<sup>(TOH)</sup> #### **School of Black Powder**<sup>(TOH)</sup> #### **School of Liminality**<sup>(TOH)</sup> #### **School of the Spellsmith**<sup>(TOH)</sup> #### **Hellhunter**<sup>(TCEE)</sup> #### **School of Mimicry**<sup>(TCEE)</sup> #### **School of Numerology**<sup>(TCEE)</sup> #### **School of Court Magic**<sup>(FCG)</sup> #### **School of Siege Magic**<sup>(ECHH)</sup> #### **School of Wayfaring**<sup>(ECHH)</sup> #### **School of Infiltration**<sup>(CCS)</sup> #### **School of Creation**<sup>(KT)</sup> #### **School of The Unknown**<sup>(KT)</sup> #### **School of Chronomancy**<sup>(KT)</sup> #### **School of Innovation**<sup>(KT)</sup> #### **School of Pathology**<sup>(KT)</sup> #### **School of Theurge**<sup>(KT)</sup> #### **School of the Astronomical**<sup>(KT)</sup> #### **Beguiler**<sup>(XLNEE)</sup> #### **Mage Hunter**<sup>(XLNEE)</sup> #### **School of Reconstruction**<sup>(XLNEE)</sup> ### Level Up: Advanced 5e #### **School of the Arcanist** #### **Mage** #### **Pyromancer** #### **School of Hibernation**<sup>(MCDM)</sup> #### **School of Protomancy**<sup>(BoE)</sup> #### **School of Esoteric Plasmology**<sup>(CFSA)</sup> #### **School of Dream Cartography**<sup>(CFSA)</sup> #### **School of Biomancy**<sup>(HGMH)</sup> #### **School of Material Magic**<sup>(TGS)</sup> #### **School of Wand Lore**<sup>(TGS)</sup> #### **School of the Spellforge**<sup>(TGS)</sup> #### **School of Blood Magic**<sup>(TDR)</sup> #### **The Grey Guild**<sup>UAH</sup> #### **School of the Fundamentals**<sup>UAH</sup> #### **School of Golemancy**<sup>UAH</sup> #### **School of Mnemomancy**<sup>UAH</sup> #### **School of Sigilsmithing**<sup>UAH</sup> #### **School of Theurgy**<sup>UAH</sup> #### **School of the Origami Mage**<sup>(OTG)</sup> #### **School of the Malfeasant**<sup>(GTD)</sup> ## Vessel *Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.* *Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.* ### <u>Subclasses - Sealed Spirits</u> *There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.* ### Laser Llama #### **The Ascended** #### **The Cataclysm** #### **The Cursed** #### **The Fallen** #### **The Formless** #### **The Trickster**