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Theme → Arcane | Cunning | Divine | Innate | Martial | Occult | Primal

Arcane Cantrip Mastery

→ Arcane Cantrip Mastery

All you require is mastery of the basics, the rest is just for show.


Arcane Mercy

→ Arcane Mercy

You are skilled at using the arcane for the benefit of others.

  • When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it.
  • Any spell that targets yourself, can be used to target friendly creatures within 10 meters.

Arcane Ritual Book

→ Arcane Ritual Book
Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting


  • When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.

You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


Arcane Ritual Casting

→ Arcane Ritual Casting

With deep preparation and patience, casting spells shouldn't drain you.

  • You can cast Arcane spells as rituals if the spells have the ritual tag.

Dual-focused

→ Dual-focused

Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.

  • If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
  • If you take damage during this time, you must make a concentration check for each spell individually.
  • At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DL equals 8 + both spells' levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.

Elemental Adept

→ Elemental Adept
Prerequisite: The ability to cast at least one spell


  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
  • When you roll damage for a spell you cast that deals damage of that type, you can reroll any 1 on a damage die, you must keep the new roll.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Elemental Mastery

→ Elemental Mastery
Prerequisite: Elemental Adept


  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder, of which you also have Elemental Adept in.
  • Spells you cast ignore resistance to damage of the chosen type.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Flash Recall

→ Flash Recall

You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.

  • As an action, you can instantly prepare a spell from your spellbook that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level.

Once you use this ability, you must finish a short or long rest before you can use it again.


Item Bond

→ Item Bond

You create a magical bond between yourself and three items. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond.

Once you have bonded an item to yourself, you can't be disarmed of that item unless you are incapacitated. If it is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. You can also with a bonus action dismiss it, sending it to a demiplane.

You can summon only one at a time with your bonus action. If you attempt to bond with a fourth item, you must break the bond with one of the other three.

When summoning armor and weapons, you instantly equip them, not requiring any don and doff times.


Metamagic

→ Metamagic

As your knowledge of magic grows, you learn to cast spells in ways slightly different from the norm. You gain the ability to twist your spells to suit your needs.

  • Spells modified by a metamagic feat often use a spell cost higher than normal. This does not change the level of the spell. This is marked as (X), where X is how many levels higher the cost is.
  • You can apply multiple metamagic options to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell, unless otherwise noted.
  • If you must prepare your spells in advance, you apply your metamagic during preparation. The character chooses which spells to prepare with metamagic feats.
  • Innate Spellcasters can choose when they cast their spells whether to apply their metamagic options to improve them.

You gain two of the following Metamagic options of your choice:

Apocalyptic Spell (I) When you cast a spell, the area affected by the spell becomes ruined and devastated. All surfaces in the area are treated as difficult terrain. This effect last for a number of rounds equal to the spell’s original spell level.
Aquatic Spell When you cast a spell underwater or into water, it functions normally, as if cast in air.
Bend Spell (I) When you cast a spell that requires a spell attack roll, you can target a creature that has left your line of sight since your last turn but is still within the range of the spell. Additionally, this spell ignores half cover and three-quarters cover.
Careful Spell (I) When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Arcane spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Delayed Spell (I) When you cast a spell you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails.
Distant Spell (I) When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch or self, you make the range of the spell 30 feet.
Empowered Spell (I) When you roll damage for a spell, you can reroll a number of the damage dice up to your Arcane spellcasting ability modifier (minimum of one). You must use the new rolls.
Extended Spell (I) When you cast a spell that has a duration, you can double its duration, to a maximum duration of 24 hours.
Extended Spell can be applied multiple times.
Heightened Spell (II) When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Merciful Spell When you cast a spell that inflict damage, you can choose to inflict nonlethal damage instead.
Precise Spell (I) When you cast a spell that requires one or more spell attack rolls, you can gain advantage on one roll.
Quickened Spell (II) When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Sculpt Spell (I) When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways:
• Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects.
• If the spell's range is a line, you can change it to a cone of half range.
• If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
• If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
• If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
Slippery Spell (II) When you cast a spell you can make it impose disadvantage on spells like counterspell, dispel magic, and remove curse.
Subtle Spell (I) When you cast a spell, you can cast it without any somatic or verbal components.
Transmute Spell (I) When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories:
• acid, cold, fire, lightning, poison
• bludgeoning, piercing, slashing
• force, psychic, thunder
• necrotic, radiant
Twinned Spell (III) When you cast a spell that doesn't have a range of self, you can cast a second copy of the same spell.

Resolute Caster

→ Resolute Caster

Your magic takes on a life of its own when it matters most.

  • Your spells with concentration and a duration, remain in effect even after you lose concentration, until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed.

Scripted Spellbook

→ Scripted Spellbook

Through researching lengthy, ancient, arcane scripts salvaged from ruins, you have discovered a more efficient method of recording spells.

  • Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would. It also only takes you half the amount of time it would usually take to scribe a spell.
  • Additionally, as the scripted spellbook becomes somewhat sentient, you can do other lighter activities during this time like eating, reading and walking.

Select Fire

→ Select Fire

Sometimes aiming is pretty hard.

  • When you cast a cantrip that deals damage, you can select multiple targets and make a spell attack roll against each. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target.
For example, if a cantrip deals 3d10 damage. You can choose to target three creatures and deal 1d10 damage to each creature, or you can target two creatures, dealing 1d10 damage to one creature and 2d10 damage to the other creature, or you can target one creature for 3d10 damage.

Spell Sniper

→ Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.

Spellbook

→ Spellbook
Prerequisite: Intelligence 15 or higher, Ritual Book


You gain a spellbook containing the repository of the arcane spells you know.

  • Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
  • Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


War Caster

→ War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature moves out of your 5 ft. reach, you can use your reaction to cast a spell at the creature. The spell must target only that creature.


1st-Level Arcane Spellcasting

You uncover magical abilities, and gain the following benefits:

  • You learn one 1st-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 6.


1st-Level Arcane Power

Prerequisite: 1st-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 9.


2nd-Level Arcane Spellcasting

Prerequisite: 1st-Level Arcane Power, 3rd level


You uncover magical abilities, and gain the following benefits:

  • You learn one 2nd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 14.


2nd-Level Arcane Power

Prerequisite: 2nd-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 21.


3rd-Level Arcane Spellcasting

Prerequisite: 2nd-Level Arcane Power, 5th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 3rd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 27.


3rd-Level Arcane Power

Prerequisite: 3rd-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 35.


4th-Level Arcane Spellcasting

Prerequisite: 3rd-Level Arcane Power, 7th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 4th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 42.


4th-Level Arcane Power

Prerequisite: 4th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 51.


5th-Level Arcane Spellcasting

Prerequisite: 4th-Level Arcane Power, 9th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 5th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 60.


5th-Level Arcane Power

Prerequisite: 5th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 70.


6th-Level Arcane Spellcasting

Prerequisite: 5th-Level Arcane Power, 11th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 6th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 80.


6th-Level Arcane Power

Prerequisite: 6th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 91.


7th-Level Arcane Spellcasting

Prerequisite: 6th-Level Arcane Power, 13th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 7th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 101.


7th-Level Arcane Power

Prerequisite: 7th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 113.


8th-Level Arcane Spellcasting

Prerequisite: 7th-Level Arcane Power, 15th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 8th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 125.


8th-Level Arcane Power

Prerequisite: 8th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 138.


9th-Level Arcane Spellcasting

Prerequisite: 8th-Level Arcane Power, 17th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 9th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 150.


9th-Level Arcane Power

Prerequisite: 9th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 164.


10th-Level Arcane Spellcasting

Prerequisite: 9th-Level Arcane Power, 19th level


You uncover magical abilities, and gain the following benefits:

  • You may learn and cast 10th-level spells or higher from the Arcane spell list if such are found.
  • You may research spells and create spells of extra-ordinary power, which is decided together with the DM.
  • Your spellcasting ability for these spells is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 177.

Deeper Stratagem

→ Deeper Stratagem
Prerequisite: Stratagem



Ensquozened

→ Ensquozened


Expertise

→ Expertise

  • Choose two of your tiered proficiencies. Your proficiency bonus for both proficiencies are increased by two tiers.

You can select this feat multiple times.


Flash Maneuver

→ Flash Maneuver
Prerequisite: Opportunity Attack



Jack of All Trades

→ Jack of All Trades


Magical Secrets

→ Magical Secrets

You have plundered magical knowledge from a wide spectrum of disciplines.

  • You learn two spells or cantrips of your choice from any spell list.

You can select this feat multiple times.


Maneuverability

→ Maneuverability

  • You may now use an additional Maneuver during your turn, but only at Tier 1.

Mystic Trickery

→ Mystic Trickery
Prerequisite: Ability to cast a spell



Single Out

→ Single Out

  • You gain +4 to Coercion checks.
  • If you are within 4 meters of an ally, you may subtract -4 to Coercion checks and gain advantage. This must be decided before making the roll.

Stratagem

→ Stratagem

  • You may use ready action without a cost.
  • When you execute a ready action, you may immediately before or after the readied action use a quick action.

Weapon of Brawl

→ Weapon of Brawl

  • You add your proficiency bonus to attacks with improvised weaponry. In addition, the damage of improvsed weaponry is increased by a 2 sides larger dice.
  • When you pick up improvised weaponry, you may immediately perform an attack with said weapon.
  • During combat, you may perform a Perception(Investigation) check to find a potential improvised weapon in your surroundings. If within walking range, immediately move to it and pick it up. This feature may be used once per turn.

Armor of Faith

→ Armor of Faith

Your faith in your deity is strong and unwavering, and it grants you protection from physical harm. When you are threatened or attacked, your faith becomes a shield that absorbs the damage.

  • When you are not wearing any armor, your AL equals 10 + your Divine Spellcasting modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Blade of Zeal

→ Blade of Zeal

You wield your weaponry with holy devotion, bringing down monumental punishment.

  • Whenever you make an attack roll with advantage, you score a critical hit if both dice show the same result except if both results are a 1. This critical hit deals maximum damage on all dice.

Channel Divinity

→ Channel Divinity

You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.


Channel Divinity Enhancement

→ Channel Divinity Enhancement

Your gain increased flexibility of divine measures and abilities. You gain the following benefits:

  • You learn one Channel Divinity options of your choice.
  • You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.

You can select this feat multiple times.


Cleansing Touch

→ Cleansing Touch

You have the ability to purify and cleanse living creatures with a touch, removing harmful effects and magic. Your touch can also neutralize poisons and diseases.

You gain the following benefits:

  • You can use your action to touch a creature and cure it of any non-magical disease or poison.
  • You can use your action to end one spell on yourself or on one willing creature that you touch.

Defended by Faith

→ Defended by Faith

With faith you walk securely, unworried of the dangers that lurk about.

  • You can add half of your proficiency bonus, rounded up, to any contested check that you don't already add your proficiency bonus to.

Divine Cantrip Adept

→ Divine Cantrip Adept

You have honed your ability to cast cantrips, and can now use them with greater ease and power.


Divine Cantrip Master

→ Divine Cantrip Master

You have honed your ability to cast cantrips, and can now use them with excellence and perfection.

  • You learn two cantrips of your choice from the Divine Domains.
  • When you cast a divine cantrip, you may cast it as one tier higher instead (At 5th, 9th, 13th and 17th).



Divine Health

→ Divine Health

Your faith in your deity is strong, and you are blessed with divine health and vitality. You are immune to diseases and poison, and have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Divine Ritual Casting

→ Divine Ritual Casting

  • You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.

Divine Sense

→ Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

  • As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Proficiency bonus. When you finish a long rest, you regain all expended uses.


Holy Warrior

→ Holy Warrior

You wield heavy weapons with an ease and grace that terrifies your foes.

  • You can use your Divine spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls of all weapons.

Inner Prayer

→ Inner Prayer


Lay On Hands

→ Lay On Hands

Your blessed touch can heal wounds.

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to character level × 5.

  • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feat, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Prayer Zeal

→ Prayer Zeal


Sacred Studies

→ Sacred Studies

You gain two tiers of proficiency in the Religion skill.

In addition, your study of esoteric texts has required you to learn some unusual languages. You gain proficiency in languages. The languages chosen when you gain this tier must be of the following languages:

  • Abyssal
  • Celestial
  • Infernal
  • Primordial
  • Sylvan

Other languages may be picked, but consult with the GM.


True Conviction

→ True Conviction

Your devotion outweighs all other motivations.



1st-Level Divine Spellcasting

Prerequisite: Wisdom 15 or higher


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is 6 spell points.


1st-Level Divine Power

Prerequisite: 1st-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 9.


2nd-Level Divine Spellcasting

Prerequisite: 1st-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 14.


2nd-Level Divine Power

Prerequisite: 2nd-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 21.


3rd-Level Divine Spellcasting

Prerequisite: 2nd-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 27.


3rd-Level Divine Power

Prerequisite: 3rd-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 35.


4th-Level Divine Spellcasting

Prerequisite: 3rd-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 42.


4th-Level Divine Power

Prerequisite: 4th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 51.


5th-Level Divine Spellcasting

Prerequisite: 4th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 60.


5th-Level Divine Power

Prerequisite: 5th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 70.


6th-Level Divine Spellcasting

Prerequisite: 5th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 80.


6th-Level Divine Power

Prerequisite: 6th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 91.


7th-Level Divine Spellcasting

Prerequisite: 6th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 101.


7th-Level Divine Power

Prerequisite: 7th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 113.


8th-Level Divine Spellcasting

Prerequisite: 7th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 125.


8th-Level Divine Power

Prerequisite: 8th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 138.


9th-Level Divine Spellcasting

Prerequisite: 8th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 150.


9th-Level Divine Power

Prerequisite: 9th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 164.


10th-Level Divine Spellcasting

Prerequisite: 9th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • You may learn and cast 10th-level spells or higher from the Divine spell list if such are found.
  • You may research spells and create spells of extra-ordinary power, which is decided together with the DM.
  • Your Divine Pool for Divine spellcasting is increased to 177.

Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.


Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Brutal Critical

→ Brutal Critical

Honing your viciousness in combat, you exploit every weakness you can when you deliver a critical blow.

  • You can roll an additional set of weapon damage dice when determining the extra damage for a critical hit with a melee attack.

You can select this feat multiple times, enhancing the critical hit with additional dice.


Fighting Style

→ Fighting Style


You learn to fight with a specific fighting style, and gain the following benefits:

You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.


Improved Combat Action

→ Improved Combat Action
Prerequisite: Fighting Style (Feat), 5th level


  • Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.

Improved Combat Action II

→ Improved Combat Action II
Prerequisite: Full Martial Theme, 11th level, Improved Combat Action



Improved Combat Action III

→ Improved Combat Action III
Prerequisite: Full Martial Theme, 17th level, Improved Combat Action II


  • Your combat action costs 1 AP instead of 2, i.e it now costs a Quick Action.

Indomitable

→ Indomitable

You push beyond whatever physical limits the gods may have put upon you.

  • You can reroll a contested check that you fail. If you do so, you must use the new roll. You can use this feature up to your proficiency bonus. Afterwards you can't use this feature again until you finish a long rest.

Martial Maneuver Master

→ Martial Maneuver Master
Prerequisite: Martial Maneuver Training


You have mastered many maneuvers. You gain the following benefits:

  • You increase the tier of five different martial maneuvers of your choice from Martial Maneuver tables by 1.

Martial Maneuver Training

→ Martial Maneuver Training

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You increase the tier of three different martial maneuvers of your choice from Martial Maneuver tables by 1.

Mounted Combatant

→ Mounted Combatant
Prerequisite: Mounted Training


You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • When you make a melee attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.

Mounted Fighting Style

→ Mounted Fighting Style
Prerequisite: Mounted Combatant


You specialize into your personal style of mounted combat. Gain one of the following features of your choice.

Cataphract While your steed is wearing barding, it gains a +1 bonus to AL and Resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Jinete While mounted on your steed and wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Keshik While mounted on your steed, you can make one additional ranged weapon attack against a target within 15 feet of you as a bonus action when you take the Attack action on your turn.
Sowar While mounted on your steed and wielding a shield, attacks against you from more than 10 feet away are made with Disadvantage.
Uhlan While mounted on your steed and wielding a heavy weapon or a lance, when you hit a creature smaller than your steed with a melee attack, it must succeed on a contested Strength (Brawn) check or be knocked Prone. The DC is equal to your attack roll.

Opportunity Attack

→ Opportunity Attack

In a fight, you're constantly watching for enemies to drop their guard. Move heedlessly past you provokes an opportunity attack.

  • As a reaction, you can make a melee attack when a hostile creature that you can see moves out of your reach. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.

Reckless Attack

→ Reckless Attack

You throw aside all concern for defense to attack with fierce desperation.

  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using during this turn, but attack rolls against you have advantage until your next turn.

Second Wind

→ Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm.

  • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.
  • You also gain temporary hit points equal to half the regained hit points.

Once you use this feature, you must finish a short or long rest before you can use it again.


Sentinel

→ Sentinel
Prerequisite: Opportunity Attack


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • Your opportunity attack can made as a free Arresting Strike maneuver instead (Not limited by one maneuver per turn). Addtionally, your Arresting Strike maneuver tier is increased by 1.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • Other creatures provoke an Opportunity Attack from you when they enter your reach.

Sharpshooter

→ Sharpshooter
Prerequisite: Dexterity 13 or higher


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Bonus: If you have the Arbalist weapon feat.


Tavern Brawler

→ Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons. These count as martial weapons of the appropriate category for you.
  • Your unarmed attacks count as Light Martial Bludgeon weapons.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Agonizing Blast

→ Agonizing Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, add your spellcasting ability modifier to the damage it deals on a hit.

Armor of Shadows

→ Armor of Shadows
Invocation: At-Will Invocation 


  • You can cast mage armor on yourself at will, without expending spell points or material components.

Ascendant Step

→ Ascendant Step
Invocation: At-Will Invocation 


  • You can cast levitate on yourself at will, without expending spell points or material components.

Beast Speech

→ Beast Speech
Invocation: At-Will Invocation 



Beguiling Influence

→ Beguiling Influence
Invocation: Passive Invocation 



Chains of Carceri

→ Chains of Carceri
Invocation: Once Per Day Invocation 


  • You can cast hold monster, without expending spell point or material components, targeting a celestial, fiend, or elemental. You must finish a long rest before you can use this invocation again.

Devil's Sight

→ Devil's Sight
Invocation: Passive Invocation 


  • You can see normally in darkness, both magical and nonmagical, to a distance of 40 meters.

Dreadful Word

→ Dreadful Word
Invocation: Once Per Day Invocation 


  • You can cast confusion, without expending spell point. You must finish a long rest before you can use this invocation again.

Eldritch Sight

→ Eldritch Sight
Invocation: At-Will Invocation 


  • You can cast detect magic at will, without expending spell points.

Eldritch Spear

→ Eldritch Spear
Invocation: Cantrip Invocation 


  • When you cast a cantrip that deal damage, its range is doubled. Touch spells gain a range of 10 meters.

Eyes of the Rune Keeper

→ Eyes of the Rune Keeper
Invocation: Passive Invocation 


  • You can read all writing.

Fiendish Vigor

→ Fiendish Vigor
Invocation: At-Will Invocation 


  • You can cast false life on yourself at will, without expending spell points or material components.

Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Mask of Many Faces

→ Mask of Many Faces
Invocation: At-Will Invocation 


  • You can cast disguise self at will, without expending spell points.

Master of Myriad Forms

→ Master of Myriad Forms
Invocation: At-Will Invocation
Prerequisite: Mask of Many Faces


  • You can cast alter self at will, without expending spell points.

Occult Cantrip Mastery

→ Occult Cantrip Mastery


Pact Boon

→ Pact Boon

An otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 meters away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way.

The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Book of Ancient Secrets

Prerequisite: Pact of the Tome
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Star Chain

Prerequisite: Seeker Patron
The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known. Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.


Repelling Blast

→ Repelling Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, you can push the creature up to 5 meters away from you in a straight line.

Agonizing Blast

→ Agonizing Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, add your spellcasting ability modifier to the damage it deals on a hit.

Eldritch Spear

→ Eldritch Spear
Invocation: Cantrip Invocation 


  • When you cast a cantrip that deal damage, its range is doubled. Touch spells gain a range of 10 meters.

Repelling Blast

→ Repelling Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, you can push the creature up to 5 meters away from you in a straight line.

Armor of Shadows

→ Armor of Shadows
Invocation: At-Will Invocation 


  • You can cast mage armor on yourself at will, without expending spell points or material components.

Ascendant Step

→ Ascendant Step
Invocation: At-Will Invocation 


  • You can cast levitate on yourself at will, without expending spell points or material components.

Beast Speech

→ Beast Speech
Invocation: At-Will Invocation 



Eldritch Sight

→ Eldritch Sight
Invocation: At-Will Invocation 


  • You can cast detect magic at will, without expending spell points.

Fiendish Vigor

→ Fiendish Vigor
Invocation: At-Will Invocation 


  • You can cast false life on yourself at will, without expending spell points or material components.

Mask of Many Faces

→ Mask of Many Faces
Invocation: At-Will Invocation 


  • You can cast disguise self at will, without expending spell points.

Master of Myriad Forms

→ Master of Myriad Forms
Invocation: At-Will Invocation
Prerequisite: Mask of Many Faces


  • You can cast alter self at will, without expending spell points.

Beguiling Influence

→ Beguiling Influence
Invocation: Passive Invocation 



Devil's Sight

→ Devil's Sight
Invocation: Passive Invocation 


  • You can see normally in darkness, both magical and nonmagical, to a distance of 40 meters.

Eyes of the Rune Keeper

→ Eyes of the Rune Keeper
Invocation: Passive Invocation 


  • You can read all writing.

Chains of Carceri

→ Chains of Carceri
Invocation: Once Per Day Invocation 


  • You can cast hold monster, without expending spell point or material components, targeting a celestial, fiend, or elemental. You must finish a long rest before you can use this invocation again.

Dreadful Word

→ Dreadful Word
Invocation: Once Per Day Invocation 


  • You can cast confusion, without expending spell point. You must finish a long rest before you can use this invocation again.

Aspect of Constellations

→ Aspect of Constellations
Domain: Caelum
Prerequisite: Aspect of the Stars


Your stellar powers allow you to draw primal energy from constellations.

Choose two of the following constellations, your choice gives you certain benefits:

The Crow

The Dragon

  • You can expend two Star Fragments to spew astral light. As an action, each creature in a 10 meter cone must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, a creature takes 1d10 radiant damage, or half as much on a successful save. You can increase the damage by 1d10 radiant damage for each additional fragment you expend.

The Eagle

The Gardener

The Horse

The Hydra

The Kraken

  • As an action, you can expend one Star Fragment to force one creature of your choice within 5 meters of each of your motes to make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creatures are pulled 5 meters toward the fragment and take 1d10 radiant damage.

The Nova

  • As an action, you can form beams of radiant starlight between all Star Fragments within 30 meters of you. If two fragments are separated by a barrier or other solid object, the beams between them will not form. If a beam passes through a creature, that creature must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Charisma modifier, taking 1d10 radiant damage for each mote placed on a failed save.
    Once you use this action, all fragments disappear.

The Oak

  • As a bonus action, you can expend one Star Fragment to increase your AL by +1 until the end of your next turn. You can increase your AL by +1 for each additional fragment you expend.

The Pegasus

The Phoenix

  • As a bonus action, you can expend one Star Fragment to gain 1d4 hit points. You can gain an additional 1d4 hit points for each additional fragment you expend.

There may be hundreds upon hundreds of other constellations, which can be created along with the DM, if the ones above do not suffice. A constellation however, follows a theme of interaction with Aspect of the Stars.
Examples might be: Amarillis, Begonia, Lion, Primrose, Rose, Scorpion, Shepherd, Snake, Unicorn, Wolf.


Aspect of Dawn

→ Aspect of Dawn
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight



Aspect of Dusk

→ Aspect of Dusk
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight


  • When Aspect of the Night is active, as an action you can choose a location within range that is within dim light or darkness. You teleport to this location.

Aspect of Sundown

→ Aspect of Sundown
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A wave of frigid cold rolls across the area.

  • When the Aspect of the Day feature expires, you deal 6d6 cold damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage. On a failed save, a creature's speed is halved and are unable to make a reaction until the end of their next turn.

Aspect of Sunrise

→ Aspect of Sunrise
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A burst of searing heat explodes from you.

  • When you use the Aspect of the Day feature, you deal 12d6 fire damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage.

Aspect of the Aurorae

→ Aspect of the Aurorae
Domain: Caelum 


Your connection to the cosmos allows you to conjure a brilliant aurora.

  • As an action, you conjure an aurora of up to 40 meters long, 15 meters high, and 10 meter thick, centered on a point you can see within 40 meters of you. You can immediately teleport each willing creature in the aurora to an unoccupied space within 5 meters of it. Each creature remaining in the aurora must succeed on a Constitution saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier, or be blinded until the end of your next turn.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Day

→ Aspect of the Day
Domain: Caelum 


As an action, a 20-meter-radius sphere of daylight spreads out from you. The sphere is bright light and sheds dim light for an additional 20 meters. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Moon

→ Aspect of the Moon
Domain: Caelum 


You have gained the favor of lunar spirits.

  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, keeping watch or even walking in a slow pace.

Aspect of the Night

→ Aspect of the Night
Domain: Caelum 


  • As an action, a 30-meter-radius sphere of darkness spreads out from you. The sphere turns bright light to dim light and dim light to darkness. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Sky

→ Aspect of the Sky
Domain: Caelum 


  • As an action you can cast levitate on yourself without expending a spell slot. While concentrating on it, you also create a 5-meter-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Stars

→ Aspect of the Stars
Domain: Caelum 


You draw power from the stars.

  • As a bonus action, you can place a Star Fragment in a space within 5 meters from you. The fragment emits bright light in a 1 meter radius and dim light in a 5 meter radius, and lasts for 1 minute + twice your Proficiency bonus.
    Each time you place another fragment, the previous fragments duration is reduced by 1 minute.
  • You have a pool of fragments equal to twice your Proficiency bonus, which you regain at the end of a long rest.
  • While you are within 5 meters of a fragment, you can use your bonus action to teleport to another fragment within 10 meters of it, as long as it is not separated by a barrier or other solid objects. If an another fragment is within reach from that one, you may continue to travel as far as you wish, as long as the next one is within 10 meters.
    Each fragment travelled through is consumed and disappears, forming strands of light between the two fragments and illuminating the space between them as if a fragment was there.

Aspect of the Sun

→ Aspect of the Sun
Domain: Caelum 


The sunlight blesses you with the spirits of radiance.

  • You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you are in direct sunlight. The Spellcasting modifier for these spells are Wisdom.

Aspect of Twilight

→ Aspect of Twilight
Domain: Caelum 


The realm between light and dark has a uniquely dialectic power, which you can draw primal power from.

  • You can emit bright light in a 10 meter radius and dim light for an additional 10 meters. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack, cast a spell or move.

Barkskinned

→ Barkskinned
Domain: Flora 


Your skin takes on a rough, bark-like appearance, studded with sharp thorns.

  • Your AL can't be less than 16, regardless of what kind of armor you are wearing.
  • Whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 + your Constitution modifier as piercing damage to the attacker.

Beast Spirit

→ Beast Spirit
Domain: Fauna 


Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

  • You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
  • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
  • You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Canny

→ Canny
Domain: Terra 


Thanks to your extensive wandering and wordly experiences you gain the following benefits:


Danger Sense

→ Danger Sense
Domain: Fauna 


You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.


Druidic

→ Druidic

You know Druidic, the secret language of druids.

  • You can speak the language and use it to leave hidden messages.
  • You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DL 15 Perception(Primalism) check but can't decipher it without magic.

Feral Instinct

→ Feral Instinct
Domain: Fauna 


Your instincts are so honed there is nothing that surprises you.

  • You have advantage on initiative rolls.
  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Feral Senses

→ Feral Senses
Domain: Fauna 


You gain preternatural senses that help you fight creatures you can't see.

  • When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
  • You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ferocious Charger

→ Ferocious Charger
Domain: Fauna 


  • You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Fleet of Foot

→ Fleet of Foot
Domain: Fauna 


  • Your speed increases by 5 meter while you aren't wearing armor.
  • You can use the Dash action as a minor action on your turn.

Frenzy

→ Frenzy
Domain: Fauna
Prerequisite: 14th Level


You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Fungal Body

→ Fungal Body
Domain: Fungi 


The fungal spores in your body alter you:


Fungal Infestation

→ Fungal Infestation
Domain: Fungi 


Your spores gain the ability to infest a corpse and animate it.

  • If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your[Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Grasping Roots

→ Grasping Roots
Domain: Flora
Prerequisite: Take Root


  • As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to 8 + your Proficiency bonus + your Constitution modifier, or be grappled and dragged 5 meter closer to you.
  • A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14.
  • You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.

Green Strider

→ Green Strider
Domain: Flora 


  • You ignore movement restrictions and damage caused by natural undergrowth.
  • Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.

Guardian Roots

→ Guardian Roots
Domain: Flora
Prerequisite: Take Root


  • While Take Root is active, the ground within 10 meter of you is difficult terrain.
  • Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
    The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Guardian Spirit

→ Guardian Spirit
Domain: Spiritus 


You gain the services of a spirit that watches over you and protects you from harm.

  • Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.

Halo of Spores

→ Halo of Spores
Domain: Fungi 


You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.

  • When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to 8 + your Proficiency bonus + your Constitution modifier.

Hide in Plain Sight

→ Hide in Plain Sight
Domain: Fauna 


  • You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
    • Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
      Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.

Instinctive Pounce

→ Instinctive Pounce
Domain: Fauna 


  • When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Land's Stride

→ Land's Stride
Domain: Flora
Prerequisite: 8th Level


  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Photosynthesis

→ Photosynthesis
Domain: Flora 


  • As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.

Primeval Awareness

→ Primeval Awareness
Domain: Terra 


You focus your awareness on the region around you.


Purifying Spirits

→ Purifying Spirits
Domain: Spiritus
Prerequisite: The ability to cast at least one spell


  • You can end spells that hamper you and your allies. When you expend spell points to cast a spell that restores hit points or use your spiritual healing feature, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend spell points as normal.
  • If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Roving

→ Roving
Domain: Fauna 


  • Your walking speed increases by 5
  • You gain a climbing speed and a swimming speed equal to your walking speed.

Spirit Guides

→ Spirit Guides
Domain: Spiritus 


  • You can consult with the spirits, whether they give correct information is another thing. You may cast Augury at will.

Spirit Seeker

→ Spirit Seeker
Domain: Spiritus 


Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.


Spirit Walker

→ Spirit Walker
Domain: Spiritus 



Survival Instincts

→ Survival Instincts
Domain: Fauna 


  • You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
  • If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.

You can select this feat twice.


Symbiotic Entity

→ Symbiotic Entity
Domain: Fungi
Prerequisite: Halo of Spores


You gain the ability to channel magic into your spores.

  • As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
    • Your melee attacks deal an extra 1d6 poison damage to any target they hit.
      These benefits last for 10 minutes, until you lose all these temporary hit points.
    • As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
    • As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.

Timeless Body

→ Timeless Body
Domain: Terra 


The primal magic that you wield causes you to age more slowly.

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.

Tireless

→ Tireless
Domain: Terra 


  • As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
  • In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Tongue of the Wilds

→ Tongue of the Wilds
Domain: Flora 


You can tap into the ancient wisdom of the trees.

  • Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
  • You can cast the spell speak with plants at will, without using a spell slot.

Vanish

→ Vanish
Domain: Fauna
Prerequisite: 14th Level


  • You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
  • You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
  • You can't be tracked by non-magical means, unless you choose to leave a trail.

Verdant Gift

→ Verdant Gift
Domain: Flora 


Your spirit is linked to the vegetation that surrounds you.

  • Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  • You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.

Wild Companion

→ Wild Companion
Domain: Spiritus 


  • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
  • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


1st-Level Primal Spellcasting

Prerequisite: Wisdom 13 or higher


You uncover your spiritual primal powers, and gain the following benefits:

  • You may prepare 1st-level spells of your choice from the Primal spell list. When you prepare spells, you can prepare a maximum of 2 + your Wisdom modifier.
  • Your Primal Pool for Primal spellcasting is increased to 6.


1st-Level Primal Power

Prerequisite: 1st-Level Primal Spellcasting


Your power for primal spellcasting increases, and you gain the following benefits:

  • When you prepare spells, you can prepare a maximum of 3 + your Wisdom modifier.
  • Your Primal Pool for Primal spellcasting is increased to 9.


2nd-Level Primal Spellcasting

Prerequisite: 1st-Level Primal Power


You uncover your spiritual primal powers, and gain the following benefits:

  • You may prepare 2nd-level spells of your choice from the Primal spell list. When you prepare spells, you can prepare a maximum of 4 + your Primal modifier.
  • Your Divine Pool for Divine spellcasting is increased to 14.


2nd-Level Primal Power

Prerequisite: 2nd-Level Primal Spellcasting


Your power for primal spellcasting increases, and you gain the following benefits:

  • When you prepare spells, you can prepare a maximum of 5 + your Wisdom modifier.
  • Your Divine Pool for Divine spellcasting is increased to 21.


3rd-Level Primal Spellcasting

3rd-Level Primal Spellcasting



3rd-Level Primal Power

3rd-Level Primal Power



4th-Level Primal Spellcasting

4th-Level Primal Spellcasting



4th-Level Primal Power

4th-Level Primal Power



5th-Level Primal Spellcasting

5th-Level Primal Spellcasting



5th-Level Primal Power

5th-Level Primal Power



6th-Level Primal Spellcasting

6th-Level Primal Spellcasting



6th-Level Primal Power

6th-Level Primal Power



7th-Level Primal Spellcasting

7th-Level Primal Spellcasting



7th-Level Primal Power

7th-Level Primal Power



8th-Level Primal Spellcasting

8th-Level Primal Spellcasting



8th-Level Primal Power

8th-Level Primal Power



9th-Level Primal Spellcasting

9th-Level Primal Spellcasting



9th-Level Primal Power

9th-Level Primal Power



10th-Level Primal Spellcasting

10th-Level Primal Spellcasting


Aspect of Constellations

→ Aspect of Constellations
Domain: Caelum
Prerequisite: Aspect of the Stars


Your stellar powers allow you to draw primal energy from constellations.

Choose two of the following constellations, your choice gives you certain benefits:

The Crow

The Dragon

  • You can expend two Star Fragments to spew astral light. As an action, each creature in a 10 meter cone must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, a creature takes 1d10 radiant damage, or half as much on a successful save. You can increase the damage by 1d10 radiant damage for each additional fragment you expend.

The Eagle

The Gardener

The Horse

The Hydra

The Kraken

  • As an action, you can expend one Star Fragment to force one creature of your choice within 5 meters of each of your motes to make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creatures are pulled 5 meters toward the fragment and take 1d10 radiant damage.

The Nova

  • As an action, you can form beams of radiant starlight between all Star Fragments within 30 meters of you. If two fragments are separated by a barrier or other solid object, the beams between them will not form. If a beam passes through a creature, that creature must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Charisma modifier, taking 1d10 radiant damage for each mote placed on a failed save.
    Once you use this action, all fragments disappear.

The Oak

  • As a bonus action, you can expend one Star Fragment to increase your AL by +1 until the end of your next turn. You can increase your AL by +1 for each additional fragment you expend.

The Pegasus

The Phoenix

  • As a bonus action, you can expend one Star Fragment to gain 1d4 hit points. You can gain an additional 1d4 hit points for each additional fragment you expend.

There may be hundreds upon hundreds of other constellations, which can be created along with the DM, if the ones above do not suffice. A constellation however, follows a theme of interaction with Aspect of the Stars.
Examples might be: Amarillis, Begonia, Lion, Primrose, Rose, Scorpion, Shepherd, Snake, Unicorn, Wolf.


Aspect of Dawn

→ Aspect of Dawn
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight



Aspect of Dusk

→ Aspect of Dusk
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight


  • When Aspect of the Night is active, as an action you can choose a location within range that is within dim light or darkness. You teleport to this location.

Aspect of Sundown

→ Aspect of Sundown
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A wave of frigid cold rolls across the area.

  • When the Aspect of the Day feature expires, you deal 6d6 cold damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage. On a failed save, a creature's speed is halved and are unable to make a reaction until the end of their next turn.

Aspect of Sunrise

→ Aspect of Sunrise
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A burst of searing heat explodes from you.

  • When you use the Aspect of the Day feature, you deal 12d6 fire damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage.

Aspect of the Aurorae

→ Aspect of the Aurorae
Domain: Caelum 


Your connection to the cosmos allows you to conjure a brilliant aurora.

  • As an action, you conjure an aurora of up to 40 meters long, 15 meters high, and 10 meter thick, centered on a point you can see within 40 meters of you. You can immediately teleport each willing creature in the aurora to an unoccupied space within 5 meters of it. Each creature remaining in the aurora must succeed on a Constitution saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier, or be blinded until the end of your next turn.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Day

→ Aspect of the Day
Domain: Caelum 


As an action, a 20-meter-radius sphere of daylight spreads out from you. The sphere is bright light and sheds dim light for an additional 20 meters. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Moon

→ Aspect of the Moon
Domain: Caelum 


You have gained the favor of lunar spirits.

  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, keeping watch or even walking in a slow pace.

Aspect of the Night

→ Aspect of the Night
Domain: Caelum 


  • As an action, a 30-meter-radius sphere of darkness spreads out from you. The sphere turns bright light to dim light and dim light to darkness. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Sky

→ Aspect of the Sky
Domain: Caelum 


  • As an action you can cast levitate on yourself without expending a spell slot. While concentrating on it, you also create a 5-meter-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Stars

→ Aspect of the Stars
Domain: Caelum 


You draw power from the stars.

  • As a bonus action, you can place a Star Fragment in a space within 5 meters from you. The fragment emits bright light in a 1 meter radius and dim light in a 5 meter radius, and lasts for 1 minute + twice your Proficiency bonus.
    Each time you place another fragment, the previous fragments duration is reduced by 1 minute.
  • You have a pool of fragments equal to twice your Proficiency bonus, which you regain at the end of a long rest.
  • While you are within 5 meters of a fragment, you can use your bonus action to teleport to another fragment within 10 meters of it, as long as it is not separated by a barrier or other solid objects. If an another fragment is within reach from that one, you may continue to travel as far as you wish, as long as the next one is within 10 meters.
    Each fragment travelled through is consumed and disappears, forming strands of light between the two fragments and illuminating the space between them as if a fragment was there.

Aspect of the Sun

→ Aspect of the Sun
Domain: Caelum 


The sunlight blesses you with the spirits of radiance.

  • You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you are in direct sunlight. The Spellcasting modifier for these spells are Wisdom.

Aspect of Twilight

→ Aspect of Twilight
Domain: Caelum 


The realm between light and dark has a uniquely dialectic power, which you can draw primal power from.

  • You can emit bright light in a 10 meter radius and dim light for an additional 10 meters. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack, cast a spell or move.

Beast Spirit

→ Beast Spirit
Domain: Fauna 


Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

  • You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
  • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
  • You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Danger Sense

→ Danger Sense
Domain: Fauna 


You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.


Feral Instinct

→ Feral Instinct
Domain: Fauna 


Your instincts are so honed there is nothing that surprises you.

  • You have advantage on initiative rolls.
  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Feral Senses

→ Feral Senses
Domain: Fauna 


You gain preternatural senses that help you fight creatures you can't see.

  • When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
  • You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ferocious Charger

→ Ferocious Charger
Domain: Fauna 


  • You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Fleet of Foot

→ Fleet of Foot
Domain: Fauna 


  • Your speed increases by 5 meter while you aren't wearing armor.
  • You can use the Dash action as a minor action on your turn.

Frenzy

→ Frenzy
Domain: Fauna
Prerequisite: 14th Level


You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Hide in Plain Sight

→ Hide in Plain Sight
Domain: Fauna 


  • You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
    • Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
      Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.

Instinctive Pounce

→ Instinctive Pounce
Domain: Fauna 


  • When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Roving

→ Roving
Domain: Fauna 


  • Your walking speed increases by 5
  • You gain a climbing speed and a swimming speed equal to your walking speed.

Survival Instincts

→ Survival Instincts
Domain: Fauna 


  • You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
  • If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.

You can select this feat twice.


Vanish

→ Vanish
Domain: Fauna
Prerequisite: 14th Level


  • You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
  • You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
  • You can't be tracked by non-magical means, unless you choose to leave a trail.

Barkskinned

→ Barkskinned
Domain: Flora 


Your skin takes on a rough, bark-like appearance, studded with sharp thorns.

  • Your AL can't be less than 16, regardless of what kind of armor you are wearing.
  • Whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 + your Constitution modifier as piercing damage to the attacker.

Grasping Roots

→ Grasping Roots
Domain: Flora
Prerequisite: Take Root


  • As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to 8 + your Proficiency bonus + your Constitution modifier, or be grappled and dragged 5 meter closer to you.
  • A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14.
  • You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.

Green Strider

→ Green Strider
Domain: Flora 


  • You ignore movement restrictions and damage caused by natural undergrowth.
  • Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.

Guardian Roots

→ Guardian Roots
Domain: Flora
Prerequisite: Take Root


  • While Take Root is active, the ground within 10 meter of you is difficult terrain.
  • Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
    The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Land's Stride

→ Land's Stride
Domain: Flora
Prerequisite: 8th Level


  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Photosynthesis

→ Photosynthesis
Domain: Flora 


  • As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.

Tongue of the Wilds

→ Tongue of the Wilds
Domain: Flora 


You can tap into the ancient wisdom of the trees.

  • Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
  • You can cast the spell speak with plants at will, without using a spell slot.

Verdant Gift

→ Verdant Gift
Domain: Flora 


Your spirit is linked to the vegetation that surrounds you.

  • Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  • You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.

Fungal Body

→ Fungal Body
Domain: Fungi 


The fungal spores in your body alter you:


Fungal Infestation

→ Fungal Infestation
Domain: Fungi 


Your spores gain the ability to infest a corpse and animate it.

  • If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your[Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Halo of Spores

→ Halo of Spores
Domain: Fungi 


You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.

  • When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to 8 + your Proficiency bonus + your Constitution modifier.

Symbiotic Entity

→ Symbiotic Entity
Domain: Fungi
Prerequisite: Halo of Spores


You gain the ability to channel magic into your spores.

  • As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
    • Your melee attacks deal an extra 1d6 poison damage to any target they hit.
      These benefits last for 10 minutes, until you lose all these temporary hit points.
    • As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
    • As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.

Guardian Spirit

→ Guardian Spirit
Domain: Spiritus 


You gain the services of a spirit that watches over you and protects you from harm.

  • Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.

Purifying Spirits

→ Purifying Spirits
Domain: Spiritus
Prerequisite: The ability to cast at least one spell


  • You can end spells that hamper you and your allies. When you expend spell points to cast a spell that restores hit points or use your spiritual healing feature, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend spell points as normal.
  • If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Spirit Guides

→ Spirit Guides
Domain: Spiritus 


  • You can consult with the spirits, whether they give correct information is another thing. You may cast Augury at will.

Spirit Seeker

→ Spirit Seeker
Domain: Spiritus 


Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.


Spirit Walker

→ Spirit Walker
Domain: Spiritus 



Wild Companion

→ Wild Companion
Domain: Spiritus 


  • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
  • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Canny

→ Canny
Domain: Terra 


Thanks to your extensive wandering and wordly experiences you gain the following benefits:


Primeval Awareness

→ Primeval Awareness
Domain: Terra 


You focus your awareness on the region around you.


Timeless Body

→ Timeless Body
Domain: Terra 


The primal magic that you wield causes you to age more slowly.

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.

Tireless

→ Tireless
Domain: Terra 


  • As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
  • In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.