Legend of the Banished Hero world illustration - Fantasy theme
Fantasy

Legend of the Banished Hero

T
Tonic

Banished and betrayed, you must rise from exile.


Author's Note: Some abilities need to be stated in order for the dm to properly apply them in combat. (This currently does not apply to new system. Outcome will vary) For example, attacks that deal damage to demons must be explicitly stated otherwise it won't be used. And yes, some abilities can be stacked but you must state that you want to do that.
Played104 times
Cloned11 times
Created
89 days ago
Last Updated
15 days ago
VisibilityPublic
Ghost Veins
3

Ghost Veins

You become attuned to the hidden paths and service tunnels of your surroundings, allowing you to navigate through guarded or warded areas as if you were invisible. As long as you refrain from taking any aggressive actions, you can move undetected for a short duration, slipping past guards and traps with ease.

Threat Triage
2

Threat Triage

Once per round, the Scout can identify the most dangerous enemy on the battlefield and mark them. Allies gain a +1 bonus to hit against the marked enemy, can ignore cover when attacking them, and have the ability to reveal any illusions affecting that enemy for the duration of the effect.

Lay of the Land
2

Lay of the Land

After observing an area for 10 minutes, you create a detailed map that reveals enemy patrols, highlights weak terrain, and provides tactical advantages. Your allies gain a +1 bonus to AC or initiative while fighting in the mapped area, allowing for better positioning and defense against foes.

Smolder Trail
0

Smolder Trail

You create a false trail of smoldering embers and smoke that misleads any trackers. The trail appears to be a genuine path, leading them away from your true location for a duration of time.

War Trail
0

War Trail

Upon casting this spell, you gain immediate insight into the recent activity on the battlefield. You learn if the area has been crossed by creatures, the types of creatures that passed through, and the time frame of their passage, allowing you to prepare for potential encounters or strategize your next move.

Sinew Lash
3

Sinew Lash

You conjure a living lash of sinew that strikes at your target, pulling them closer as it wraps around them. On a hit, the lash deals 2d8 fire damage and 1d4 piercing damage, dragging the target 10 feet towards you. If they collide with a wall or another creature, both take an additional 1d6 piercing damage. If the target ends their next turn within 15 feet of you, the lash snaps back, pulling them an additional 5 feet without a saving throw. This effect can only occur once per target.

Eidolon Fracture
3

Eidolon Fracture

You tear at the very essence of your target, causing their soul to fracture. The victim becomes a hollow echo, unable to anchor their own will, suffering from debilitating effects as their spirit is torn asunder.

Blasphemous Sigil
3

Blasphemous Sigil

You brand a target with a sigil that denies divinity, marking them for destruction. For 1 round, if the target is hit by a melee attack, they take an additional 1d6 fire damage, and adjacent creatures take 1d4 fire damage. If the branded target casts a spell before the brand expires, it detonates, dealing 2d6 fire damage and forcing a Constitution saving throw or they lose concentration on any spell they are maintaining.

Dragon Stomp
0

Dragon Stomp

You stomp with controlled ki, sending a shockwave into the ground. All hostile creatures within a 10-foot radius must succeed on a Dexterity saving throw or be knocked prone. On a failed save, they also cannot take reactions until the start of their next turn. Creatures that fail the save by 5 or more are stunned until the end of their next turn. This effect can be used once per short rest.

Fox’s Distraction
0

Fox’s Distraction

Fox’s Distraction Action One creature within 5 feet makes a Charisma saving throw. On a failed save, it becomes distracted until your next turn, granting advantage to the next ally who attacks it. No damage.

Tiger’s Prowl Stance
0

Tiger’s Prowl Stance

Tiger’s Prowl Stance (Favors Striking) Bonus Action You lower your center of gravity and focus your ki into raw aggression. Until the start of your next turn, you have advantage on unarmed strikes. If you hit a creature with an unarmed strike while in this stance, that creature must succeed on a Dexterity saving throw or become crouched until the end of its next turn. They must then spend a bonus action to stand.

Tiger Claw Rend
0

Tiger Claw Rend

Tiger Claw Rend You curl your fingers like claws and deliver a slashing strike. On a hit: The target takes slashing damage. This attack counts as magical for overcoming resistances. The next unarmed strike you make against the same target before the end of your next turn deals an extra 1d4 damage.

Azure Serpent Strike
0

Azure Serpent Strike

Azure Serpent Strike Your hand darts forward like a serpent’s head, imbued with water-aspected ki. On a hit: The target takes cold damage. If it fails a Constitution saving throw, it suffers a brief numbness, causing any opportunity attacks it makes until the end of its next turn to be made with disadvantage.

Blazing Comet Punch
0

Blazing Comet Punch

Blazing Comet Punch At the tenth level Your fist ignites with brilliant energy, striking like a meteor. On a hit: The target takes fire or radiant damage (your choice when you use this attack). If the target fails a Dexterity saving throw, any attack roll it makes until the end of its next turn that relies on sight is made with a –1 penalty, as its vision spots bright afterimages from the flash of your strike.

Coiled Viper Lash
0

Coiled Viper Lash

Coiled Viper Lash Action, Melee Attack Make a melee spell attack. On hit, 1d10 (force or poison) damage. The target must make a Dexterity saving throw. On a failed save, it cannot cast spells on its next turn (loses its spellcasting action). On success, no additional effect beyond damage.

Crane’s Bane
0

Crane’s Bane

Crane’s Bane Action Target one creature within reach. It makes a Dexterity saving throw. On a failed save, it cannot take its next turn (no action, bonus action, or movement). On a success, it immediately makes one melee attack against you as a reaction. No damage.

Crane’s Descent
0

Crane’s Descent

Crane’s Descent Action, Melee Attack Make a melee spell attack against a creature. On a hit, it takes 1d4 bludgeoning damage. It must also make a Dexterity saving throw. On a failed save, it cannot take reactions until the end of its next turn.

Crescent Moon Kick
0

Crescent Moon Kick

Crescent Moon Kick You deliver a high, arcing kick charged with ki, leaving a faint, moonlit trail. On a hit: The target takes radiant damage. If the target fails a Wisdom saving throw, it briefly sees afterimages of your silhouette, causing it to have disadvantage on the first Perception check it makes before the end of your next turn.

Crouching Tortoise Technique
0

Crouching Tortoise Technique

Crouching Tortoise Technique Action A creature within 5 feet must succeed on a Dexterity saving throw or have its speed halved until the end of its next turn. If it attempts to move while affected, it must first spend half its movement struggling to regain balance, effectively limiting its ability to take normal actions that turn (DM’s discretion).

Silk Step Sweep
0

Silk Step Sweep

Silk Step Sweep Action A creature within 5 feet makes a Dexterity saving throw. On a failed save, it is knocked prone. If it succeeds, it suffers no effect and can immediately attempt to grapple you as a reaction.

Shadowless Kick
0

Shadowless Kick

Shadowless Kick Action One creature within 5 feet must make a Dexterity saving throw. On a failed save, its movement is reduced to 0 on its next turn, and if it fails by 5 or more, it also drops whatever it’s holding. No damage.

Seven-Needle Touch
0

Seven-Needle Touch

Seven-Needle Touch Your fingertips strike pressure points in a lightning-fast flurry. On a hit: The target takes piercing damage. On a failed Constitution saving throw, the target cannot benefit from the Dodge action on its next turn, as its body stiffens under the precise ki strikes.

Rising Dragon Palm
0

Rising Dragon Palm

Rising Dragon Palm Action, Melee Attack Make a melee spell attack. On a hit, 2d12 force damage. The target must then make a Constitution saving throw. On a failed save, it cannot take the Attack action on its next turn (though it can still move or take other actions).

Reed in the Wind
0

Reed in the Wind

Reed in the Wind Action Until the start of your next turn, if the target of this technique tries to move closer to you, it must make a Dexterity saving throw. On a failed save, its movement toward you ends immediately and it cannot move closer this turn. If it succeeds, it moves normally and gains advantage on its next attack roll against you.

Monkey’s Paw Grip
0

Monkey’s Paw Grip

Monkey’s Paw Grip Action, Melee Attack Make a melee spell attack. On a hit, the target takes 1d8 bludgeoning damage and must make a Strength saving throw. On a failed save, it is knocked prone. While prone from this technique, it cannot stand up until the start of your next turn.

Mind’s Mirror Stance
0

Mind’s Mirror Stance

Mind’s Mirror Stance (Counter Spells) Action You calm your mind and steady your breathing. Until the start of your next turn, you have advantage on saving throws against spells. If a spell attack misses you, you can use your reaction to force that caster to make a Wisdom saving throw. On a failed save, they cannot cast spells as a reaction until the end of their next turn.I

Drunken Crane Slip
0

Drunken Crane Slip

Drunken Crane Slip Action, Melee Attack Make a melee spell attack. On a hit, the target takes 1d10 bludgeoning damage and must make a Dexterity saving throw. On a failed save, it loses its next bonus action as it stumbles to regain footing.

Eagle’s Feint
0

Eagle’s Feint

Eagle’s Feint Action A creature you can see within 5 feet must make a Wisdom saving throw. On a failed save, it becomes distracted, granting advantage on the next unarmed strike you make against it before the end of your next turn.

Earth-Shattering Heel
0

Earth-Shattering Heel

Earth-Shattering Heel You stomp down, sending a jolt of ki through the ground. On a hit: The target takes bludgeoning damage. On a failed Dexterity saving throw, the target’s footing slips, and it cannot take the Dash action on its next turn, as minor tremors linger beneath its feet.

Lotus Gale Palm
0

Lotus Gale Palm

Lotus Gale Palm Action A creature within 5 feet makes a Dexterity saving throw. On a failed save, it loses its reaction until the start of your next turn. No damage.

Jade Wind Stance (Counter Magical Effects)
0

Jade Wind Stance (Counter Magical Effects)

Jade Wind Stance (Counter Magical Effects) Action You channel ki into subtle vibrations around you. Until the start of your next turn, you have advantage on saving throws against any non-spell magical effects (such as magical traps or item effects), and if you take damage from such an effect, you halve that damage.

Iron Fist Projection
0

Iron Fist Projection

Iron Fist Projection Action, Ranged (30 feet) Make a ranged spell attack. On hit, 1d10 force damage. The target must make a Strength saving throw. On a failed save, it is either pushed back 5 feet or knocked prone (your choice).

Ember Strike
0

Ember Strike

Ember Strike Your strike ignites with inner heat, scorching your foe. On a hit: The target takes fire damage. Flammable objects worn or carried by the target aren’t set aflame, but the warmth forces the target to make a Dexterity saving throw or have its movement reduced by 10 feet until the start of your next turn (as it reels from the heat).

Iron Fang Strike
0

Iron Fang Strike

Iron Fang Strike Your knuckles harden like iron as you strike. On a hit: The target takes bludgeoning damage. On a failed Constitution saving throw, it loses any resistance it had to nonmagical bludgeoning damage until the start of your next turn, as your ki disrupts its natural defenses.

Iron Branch Stance
0

Iron Branch Stance

Iron Branch Stance (Counter Melee) Action You assume a rooted posture. Until the start of your next turn, if a creature makes a melee attack against you and misses, it must make a Strength saving throw. On a failed save, it becomes off-balance, granting you advantage on your next unarmed strike against it.

Flowing River Stance
0

Flowing River Stance

Flowing River Stance (Counter Grapple) Bonus Action You shift your weight smoothly. Until the start of your next turn, creatures attempting to grapple you or maintain a grapple against you do so at disadvantage. If they fail to initiate or maintain the grapple, they’re knocked prone due to a hip toss. Their AC is set to 0 until they stand on their next turn.

Gale Palm Thrust
0

Gale Palm Thrust

Gale Palm Thrust You focus ki into your open palm, releasing a sudden gust of force. On a hit: The target takes force damage. On a failed Strength saving throw, the target’s next weapon attack roll is made with disadvantage as turbulent air lingers around them.

Execution Fang
2

Execution Fang

Channel the dark power of hell through your fist, delivering a devastating blow that embodies the will of the infernal. If the target is at full health, the necrotic damage is maximized, and they must succeed on a Constitution saving throw or be staggered, losing their reaction until the start of their next turn.

Crimson Ignition
2

Crimson Ignition

With one deep breath, you set your own veins alight. You take 2d4 damage to enter a Flame Surge state, enhancing your next spell or weapon attack. Until the end of your turn, that attack deals an additional +3d8 fire damage, and if it hits, you ignore resistance to fire damage on that target.

Ichor Drag
2

Ichor Drag

The lash writhes like a living tendon, embedding itself in muscle and tearing free with infernal glee. This spell allows you to strike at a target with a fiery whip, pulling them closer and causing additional damage upon impact with the environment or other creatures.

Soul Wither
2

Soul Wither

You unleash a wave of necrotic energy that tears at the very essence of your target, causing their spirit to rot within their body. On a failed Constitution saving throw, the target takes 2d6 necrotic damage, has their speed halved until the end of your next turn, and suffers disadvantage on their next Strength or Dexterity-based check or saving throw due to faltering coordination.

Scorch Omen
2

Scorch Omen

What was once a mark has become a warning. The flesh does not burn from the outside in—it screams from within. Upon hitting a target, they are branded with a volatile omen for 1 round. If the branded target takes any melee damage during that time, they erupt, dealing additional 2d6 fire damage and splattering nearby creatures with flames.

Devil's Fang
1

Devil's Fang

You clench your fist—not to lose control, but to direct it. One precise strike channels your demonic essence into a lethal burst, delivering a powerful blow that resonates with dark energy.

Blades of Blood
1

Blades of Blood

As a bonus action, after taking damage from an attack, you can send forth your blood to lash out at the attacker. This attack deals slashing damage equal to half the amount of damage you just received, manifesting as sharp, blood-like blades that strike at your foe.

Blood Flame
1

Blood Flame

Shed your own blood to ignite the spark of power. You take 1d6 damage to grant yourself +2d8 fire damage on your next attack or spell before the end of your turn.

Hellpiercer Lash
1

Hellpiercer Lash

You manifest a whip made of molten bone and demonic ichor, striking at your foes with searing heat. The whip lashes out, pulling your target closer if they are Large or smaller, leaving them scorched and vulnerable.

Soul Flay
1

Soul Flay

Tear at the seams of their essence with necrotic hunger, causing their soul to lag behind their body. If the target fails a Constitution saving throw, they suffer necrotic damage and their speed is halved until the start of your next turn.

Infernal Brand
3

Infernal Brand

You carve the seal of hellfire into your target's flesh, marking them with a burning rune. The next time you hit the marked target with a melee attack before the end of your next turn, it deals an additional 1d6 fire damage.

Vorthuun's Call
5

Vorthuun's Call

Summon the Grave Titan Vorthuun, a colossal skeletal giant formed from the remains of fallen champions. Vorthuun can hurl mausoleum stones to deal damage, crush walls to create barriers, and consume corpses to regain health, instilling fear in the hearts of your enemies and causing entire armies to retreat at the mere whisper of its name.

Descent of the Pale Star
5

Descent of the Pale Star

A pale green comet streaks through the sky, crashing into the battlefield or city edge. This ultimate ritual corrupts the terrain, creating a necrotic zone that summons undead for a short time and silences divine intervention spells for 1 minute. The comet serves as an ominous omen, capable of ruining holy days or festivals, and leaves permanent scars on the landscape.

March of the Forgotten
5

March of the Forgotten

Summon spectral warriors that march endlessly in a circle or straight path, instilling terror in all who witness them. Enemies within the area suffer reduced morale, disadvantage on Wisdom saving throws, and may lose their first attack of combat due to fear and awe.

Death’s Echo
2

Death’s Echo

When you are reduced to 0 hit points, you vanish in a cloud of necrotic smoke and reappear 10 feet away with 1 hit point. This spell can be used once per long rest, allowing for dramatic escapes or surprising resurrections in critical moments.

Hungering Shadows
2

Hungering Shadows

You summon 2 to 3 shadowy arms that rise from the ground, grasping at nearby enemies. These spectral appendages can hold foes in place for 1 round, or slow their movement, creating a tactical advantage in combat or during critical moments of negotiation.

Black Veil
2

Black Veil

A cloak of shifting necrotic mist envelops you or an ally, obscuring their form and presence. Enemies targeting the veiled individual with ranged attacks or perception checks suffer disadvantage, making it difficult for them to pinpoint the target's location.

Wither
1

Wither

You unleash a wave of necrotic energy that saps the life force from a target, causing them to wither and decay. The target must make a saving throw or suffer severe necrotic damage, with a portion of the energy potentially transferring to you as healing.

Mind Snare
1

Mind Snare

You reach out with dark magic to seize control of a living or undead creature, bending their will to your own. The target must succeed on a Wisdom saving throw or become your thrall, obeying your commands for the duration of the spell.

Bone Rattle
1

Bone Rattle

You cause buried bones in the area to rattle violently for 6 seconds, creating a haunting echo that can distract or terrify those nearby. This spell can be used to mislead guards, scare superstitious crowds, or create the illusion of an approaching undead army.

Whisper of the Grave
1

Whisper of the Grave

You whisper into the ears of a target within 60 feet, using a warped voice that resembles a loved one who has passed. This unsettling communication can intimidate, manipulate, or confuse the target, sowing seeds of doubt or madness in their mind.

Dread Pulse
3

Dread Pulse

A pulse of shadow energy erupts from the caster, creating a shockwave of fear and minor damage. Enemies caught in the blast must resist the overwhelming dread or become frightened, with weaker foes potentially fleeing in terror or dropping their weapons.

Field of Despair
5

Field of Despair

You create a 20-foot radius field of dark energy that saps the will of your enemies. Within this area, enemies attack at disadvantage due to the oppressive atmosphere, while your allies gain advantage on their attacks as the field bolsters their resolve. This can be used to taint a sacred or holy area and can also kill those too weak to withstand it.

Arise
5

Arise

You summon the dark energies of the grave to raise the dead as your minions. You can raise and control a number of undead equal to your level, commanding them to fight for you in battle.

Soul Anchor
2

Soul Anchor

This spell binds the target's soul to the ground, preventing any movement or escape. If the target fails a Strength saving throw against the spell's DC, they are immobilized for the duration of the spell.

Necrotic Barrier
3

Necrotic Barrier

You create a shield of dark energy around yourself, absorbing incoming attacks. If your Arcana roll meets or exceeds the attacker's roll, you take no damage and instead heal for half the damage that would have been dealt.

Soul Steal
1

Soul Steal

You reach out with dark energy, siphoning the life force from a target. The target takes necrotic damage, and you heal for the same amount of damage dealt. Con save DC: 10+user’s Charisma mod

Grave Spiral
4

Grave Spiral

You create a swirling vortex of bones, green energy, and cursed soil beneath you, pulling enemies inward. Those who fail a Strength saving throw are dragged into the vortex, suffering necrotic damage over two turns as the cursed energy saps their life force.

Necrotic Grasp
4

Necrotic Grasp

You reach out with your hand, channeling necrotic energy to grasp a target within range. If you successfully grab hold, the target suffers massive necrotic damage and must make a saving throw or be paralyzed with fear for 1 round.

Power Strike
3

Power Strike

You channel dark necromantic energy through your blade, unleashing a powerful strike that siphons life from your target. On a hit, the target takes necrotic damage, and you regain hit points equal to half the damage dealt.

Howl
1

Howl

Unleash a terrifying howl that resonates with primal energy, instilling fear in your enemies and empowering your allies. Creatures within range must succeed on a Wisdom saving throw or become frightened for the duration, while allies gain temporary hit points equal to your spellcasting ability modifier.

Cornered Savagery
1

Cornered Savagery

Adrenaline surges within as you lash out in a frenzied whirlwind. All creatures of your choice within a 10-foot radius from you must make a Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning or slashing damage (your choice) and gains either 1 rank of Bruised (if bludgeoning damage) or Bleeding (slashing damage). If this spell is cast while gaining the benefits of your Bestial Transformation feature, the damage die becomes a d10 and creatures that fail the save by 5 or more also gain the frightened condition against you.

Beast Tongue
0

Beast Tongue

You gain the ability to comprehend and verbally communicate with beasts for the duration. You have advantage on all Charisma checks you make to influence beasts for the duration.

Rampage
2

Rampage

The werewolf enters a frenzied state, unleashing a savage attack on all nearby foes. In this berserk form, the werewolf deals devastating slashing damage with its claws, fueled by primal rage.

Bite
0

Bite

You unleash a ferocious bite with your werewolf fangs, dealing damage to a target within melee range. This attack can inflict additional effects based on the target's condition.

Rush Attack
3

Rush Attack

You unleash a flurry of slicing strikes, attacking your target four times in quick succession. Each strike deals 2d10 slicing damage, allowing you to overwhelm your opponent with speed and precision.

Forceful Throw
2

Forceful Throw

You grab a target within range and hurl them either to the ground, at another target, or against a wall. The target must succeed on a Strength saving throw or be thrown as you choose, taking damage based on the distance thrown.

Transform
0

Transform

Transform into a werewolf once per night, gaining enhanced physical abilities and ferocity in combat. While in this form, your melee attacks deal an additional 2d10 slashing damage, reflecting the primal strength of the werewolf.

Claw Attack
1

Claw Attack

Unleash a ferocious claw strike against a target, dealing significant damage. The attack is imbued with primal energy, making it a fearsome option in close combat.

Alpha Form
3

Alpha Form

Transform into an evolved werewolf form, gaining enhanced physical abilities and primal instincts. In this form, you embody the strength and ferocity of a true alpha predator, allowing you to dominate the battlefield. Deal 5d10 additional slashing

Pounce
2

Pounce

You leap at a creature, knocking them prone and dealing damage. The target must make a strength save DC: 10+user's strength to stand up, or be vulnerable to further attacks. While prone, the target attacks at disadvantage while the user attacks at advantage.

Gut Check
2

Gut Check

You deliver a powerful strike to your enemy's midsection, knocking them off balance and forcing them to the ground. The target must make a Strength saving throw or be knocked prone, losing their footing and becoming vulnerable to attacks.

Necrotic Blast
3

Necrotic Blast

Unleash a wave of necrotic energy that engulfs your enemies in a dark aura. The target must make a saving throw or suffer debilitating necrotic damage, with a portion of the energy siphoned to heal you.

Consume
3

Consume

You draw upon the life force of a creature within range, siphoning their vitality to restore your own health. The target must make a saving throw, and on a failure, you regain hit points equal to the damage dealt.

Spike
2

Spike

Summon a spinning earth spike that is propelled by wind magic, striking your target with incredible speed and precision. The spike pierces through armor and flesh alike, dealing devastating damage to those caught in its path.

Charge Shot
3

Charge Shot

Charge up an arrow infused with magical energy, releasing it to create an explosive area of effect damage upon impact. The charged arrow detonates, dealing damage to all creatures within a specified radius.

Rend
5

Rend

For 1 minute, you gain the ability to wield divine powers, enhancing your attacks with additional radiant and fire damage. Each successful attack during this time deals an extra 2d10 radiant damage and 3d10 fire damage.

Divine Touch
2

Divine Touch

A spell that allows the caster to touch a creature, providing healing to humans or dealing damage to evil beings. The amount healed or damaged is determined by rolling 3d6 and adding the caster's charisma modifier.

Purge
5

Purge

Calls forth the goddess of light to send a beam of radiant energy down on multiple targets within a 60ft range. Enemies caught in the beam take 12d12 radiant damage, while allies within the area are healed for 4d8 hit points.

Devotion
3

Devotion

Devotion creates a 10-foot radius pulsing field of radiant energy that harms evil creatures within its area. Any evil creature that starts its turn in the field or enters it for the first time on a turn takes 3d10 radiant damage.

Banish
5

Banish

This spell allows the caster to banish any demon, undead, or evil creature whose health is below 50%. The target is sent back to its origin plane, effectively removing it from the battlefield.

Judgment
5

Judgment

Summon a divine pillar of light that strikes down upon enemies, dealing radiant damage to those who embody darkness. This spell is particularly effective against undead, demons, and other dark forces, channeling the wrath of the divine.

Tenacity
2

Tenacity

This spell allows the caster to remove one level of exhaustion from themselves, restoring their vitality and energy. It is a manifestation of inner strength and resilience, enabling the user to push through their limits.

Temperance
2

Temperance

Temperance grants the caster a protective aura that allows them to resist necrotic damage for a limited duration. This spell channels positive energy to counteract the effects of necromancy, providing a shield against dark forces.

Inspire
0

Inspire

As a free action, after a successful attack, emit a 20ft fields of healing energy that heals all allies by xd6+arcana mod where x is the user’s level/2.

Spell Eater
3

Spell Eater

This spell allows the caster to absorb an incoming spell directed at them, converting its magical energy into mana. The absorbed spell's level determines the amount of mana gained, empowering the caster for future spellcasting.

Dimensional Anchor
3

Dimensional Anchor

This spell creates a fixed point in space that prevents any form of teleportation or planar travel within a specified radius. Creatures attempting to teleport into or out of the area must succeed on a saving throw or be unable to do so for the duration of the spell.

Gravity Surge
3

Gravity Surge

This spell alters the gravitational pull in a designated area, making movement difficult for all creatures within its radius. Non-magical attacks made by creatures in this area are executed at disadvantage due to the overwhelming force of gravity.

Suppressing Grasp
2

Suppressing Grasp

You conjure magical chains that bind a target, slowing their movement and restricting their actions. The chains wrap around the enemy, making it difficult for them to escape or act freely.

Mana Pulse
2

Mana Pulse

Unleashes a wave of magical energy that disrupts the flow of mana in the area, revealing hidden creatures and breaking their stealth or invisibility. This spell is particularly effective against those relying on magical concealment, forcing them into the open.

Storm Barrage
5

Storm Barrage

Unleash a rapid series of lightning strikes that target multiple enemies within range, dealing devastating electrical damage. The caster channels the fury of a storm, creating a tempest of energy that strikes with precision and speed.

Void Fang
3

Void Fang

Void Fang is a dark projectile that phases through solid objects, allowing it to bypass armor and barriers. Upon reaching its target, it erupts with a surge of void energy, dealing devastating damage from within.

Mana Disruptor
3

Mana Disruptor

Unleashes a surge of raw magical energy that disrupts the flow of spells, causing enemies to falter in their casting. Targets must make a saving throw or suffer a penalty to their next spellcasting attempt.

Piercing Ray
3

Piercing Ray

A concentrated beam of energy that targets a creature, ignoring all non-magical armor and defenses. The ray deals damage directly to the target's hit points, making it particularly effective against heavily armored foes.

Flatten
4

Flatten

Flatten unleashes a wave of thick mana that crushes all creatures within a 40-foot radius, dealing damage and potentially restraining them under the weight of the magical force.

Psionic Tendril
2

Psionic Tendril

Summon a psionic tendril that lashes out at a target within range, wrapping around them and preventing them from making attacks for one turn. The tendril can be used to manipulate the battlefield and control enemy movements.

Arcane Bolt
1

Arcane Bolt

A spell that conjures a series of magical projectiles that automatically strike a target. Each bolt deals force damage and can be directed at a single target or split among multiple foes.

Acid Blast
3

Acid Blast

Unleash a powerful surge of corrosive acid in a 30-foot line that deals damage to all creatures in its path. The acid lingers, causing additional damage at the start of the affected creatures' turns for one round.

Guidance
0

Guidance

Pray to the gods for guidance, receiving a brief insight into your current situation. Roll 1d4 to determine the outcome, which can provide a bonus to your next ability check, attack roll, or saving throw.

Radiant Wave
2

Radiant Wave

Unleash a powerful wave of radiant energy that sweeps across the battlefield, dealing damage to all enemies in its path. The radiant energy illuminates the area, leaving a lingering glow that can blind foes temporarily.

Valor
3

Valor

An empowering aura that weakens and harms demons within its radius. Any demon within 10 feet of the caster must make a Constitution saving throw DC: 10+user's int mod or suffer damage and a reduction in their effectiveness.

Smite
5

Smite

Channel divine energy to strike down evil. This spell targets a creature of evil alignment, delivering a powerful radiant attack that sears their very essence.

Flames of Light
2

Flames of Light

You imbue your blade with radiant light, causing it to glow with a brilliant aura. When you strike an enemy, the blade deals additional radiant damage, searing your foes with divine energy. Deal 1d10 when attacking demons, undead and dark creatures.

Persevere
0

Persevere

This spell allows the caster to tap into their demon blood, granting them the ability to go without sleep or food for an extended period. The caster can travel tirelessly for days, maintaining peak physical and mental performance without the usual needs of rest or sustenance.

Disguise
0

Disguise

This spell allows the caster to change their appearance to resemble any creature of the same size. The transformation is purely cosmetic and does not grant any abilities or traits of the new form. The user appears like whatever they're trying to resemble, making it possible to sneak behind enemy lines. The user gains advantage when trying to deceive enemies they're disguising against.

Demon Form
3

Demon Form

The user becomes a demon where only their mind remains human. Lasts 1 minute. Every round, the user must make a wisdom saving throw to avoid corrupting DC 15 Attacks deal an additional 12d12. The user is immune to necrotic damage but vulnerable to divine. Unyielding- As a free action the user can gain 20 temporary hit points. Terrifying Visage- Creatures attack the user at disadvantage.

Demon Manifestation
2

Demon Manifestation

Bonus Action: Lasts 1 minute Once per combat encounter The user turns more into a demon, balancing control with power. User attacks at advantage with +9 to hit when using melee attacks. The user deals an additional xd12 where x is the user's level. Dash Attack: The user can spend 3 Yoki points to move as a blur in a straight line, cutting everything in that line dealing 6d10 damage. Every turn, the user must make a wisdom save dc 10 to maintain this form. On fail, the user switches to their demon form. Demons attack the user at disadvantage.

Demon Surge
1

Demon Surge

Lasts 1 minute Attack at advantage when using a claymore. While in this form, deal an additional 3d10 damage with melee weapons. Guile: Can send a gust of wind at multiple targets dealing 3d10

Undead Slayer
0

Undead Slayer

Deal an additional xd10 when attacking vampires, ghouls, skeletons, the lich king, and other undead creatures. X is the user's level/2.

Demon's Bane
0

Demon's Bane

Deal an additional xd10 when attacking demons where x is your level. This ability can stack with the transformations.

Demonic Intuition
0

Demonic Intuition

You tap into the dark knowledge of demonic entities, gaining insight into your surroundings and the intentions of others. For the duration of the spell, you can sense the presence of hidden creatures and discern their motives, granting you advantage on Insight checks and the ability to detect illusions. Costs: 1 yoki point

Yoma Blood
0

Yoma Blood

This spell allows the caster to tap into the latent powers of their demonic heritage, enhancing their abilities and granting temporary access to unique demon powers. The caster must sacrifice a portion of their own vitality to fuel this ability. Once per short Ultimate Guard- enemies attack at disadvantage for 3 turns. Regenerate- Gain 4d4+5 hp back. Fortitude- A free action where the user can automatically pass their wisdom save. Blood Barrage- When hit by a demon or undead, deal damage die equal to the damage received.

Divine Light
3

Divine Light

A radiant beam of divine energy that pierces through magical darkness, illuminating the area with a bright, holy light. This spell allows the caster and their allies to see clearly, revealing hidden foes and objects obscured by darkness.

Turn Undead
5

Turn Undead

You channel divine energy to compel undead creatures to flee from you. Undead within a certain radius must make a saving throw or be frightened and forced to move away by 50ft.

Soul Burn
2

Soul Burn

A powerful spell that channels radiant energy to incinerate the essence of undead creatures. Upon casting, the caster targets a single undead, unleashing a surge of divine light that deals significant damage.

Remove Charm
6

Remove Charm

This spell allows the caster to break the magical influence of charm effects on a target. Upon casting, the target is freed from any charm effects currently affecting them, restoring their free will and autonomy.

Remove Poison
4

Remove Poison

This spell allows the caster to cleanse a target of all poisons affecting them, restoring their health and vitality. It can be used on a creature or object, neutralizing toxins and granting temporary resistance to future poison effects.

Divine Grip
2

Divine Grip

You invoke divine power to hold a target in place, dealing radiant damage and restraining them. The target must succeed on a Strength saving throw or be held in place, taking radiant damage each turn they remain restrained.

Release Undead
2

Release Undead

This spell purifies undead creatures, freeing their souls from torment and allowing them to pass on to the afterlife. The caster channels divine energy to cleanse the corrupted essence of the undead, restoring peace to restless spirits.

Psychic Shield
3

Psychic Shield

Surrounds the target with a protective barrier that grants resistance to psychic damage. The shield absorbs and mitigates mental attacks, providing a sense of calm and clarity to the affected individual.

Soothing Touch
6

Soothing Touch

A gentle touch that alleviates fatigue and restores vitality. The caster can remove one level of exhaustion from a target with a simple touch, revitalizing their spirit and energy.

Elemental Shield
5

Elemental Shield

This spell creates a protective barrier around the caster, shielding them from elemental magic and extreme weather conditions. The shield absorbs damage from fire, cold, lightning, acid, and poison, while also providing resistance to harsh environmental effects like storms and extreme temperatures.

Resurrection
9

Resurrection

This powerful spell allows the caster to bring a deceased creature back to life, restoring them to full health and vitality. The target must have died within the last 10 days and cannot have been killed by a wish spell or similar effect.

Cure Confusion
3

Cure Confusion

This spell dispels the effects of confusion from a target, restoring their clarity of mind. The target regains their ability to think clearly and act normally, as if they were never affected by confusion.

Cure Sleep
2

Cure Sleep

This spell awakens a creature from magical slumber, dispelling any sleep effects and restoring their awareness. It can be used to rouse allies or disrupt enemies who are incapacitated by sleep spells.

Divine Justice
9

Divine Justice

You call upon your deity to unleash a beam of radiant energy from the heavens, striking down your foes with divine retribution. The beam deals massive radiant damage to all enemies in a designated area, embodying the wrath of the goddess.

Purify
1

Purify

This spell cleanses an area of malevolent influences, banishing evil entities and dispelling dark magic. It creates a radiant aura that protects allies and purifies the land, restoring peace and harmony.

Bravery
1

Bravery

This spell instills courage in the target, removing any fear effects and granting them temporary confidence in the face of danger. The target feels a surge of bravery, allowing them to confront their fears head-on.

Herbalist's Brew
0

Herbalist's Brew

You harness the power of nature to create potent healing and cure potions. By gathering herbs and natural ingredients, you can restore health or cure ailments for yourself or your allies.

Cure Paralysis
2

Cure Paralysis

This spell allows the caster to remove paralysis from a target, restoring their ability to move freely. The target must be within range and the caster must touch them to cast the spell.

Cure Sickness
2

Cure Sickness

This spell allows the caster to remove diseases and ailments from a target, restoring them to full health. It can cure common illnesses and even more serious conditions, depending on the caster's level.

Cure Petrified
5

Cure Petrified

This spell reverses the effects of petrification, restoring a creature that has been turned to stone back to its original form. The target regains consciousness and is healed for a small amount of hit points upon being cured.

Radiant Blast
1

Radiant Blast

Unleash a powerful beam of radiant energy that scorches your enemies. The target must make a saving throw or take radiant damage, illuminating the area around them.

Destroy Undead
4

Destroy Undead

Unleash a burst of radiant energy to obliterate undead creatures. The target must make a saving throw or take radiant damage, with additional effects based on the result.

Divine Heal
8

Divine Heal

Call upon the divine powers of the gods to restore all allies within range to their full health. This spell channels celestial energy, enveloping allies in a warm, radiant light that mends wounds and revitalizes their spirits.

Moderate Heal
3

Moderate Heal

A spell that channels divine energy to mend moderate wounds, restoring vitality to the target. The caster invokes a soothing light that envelops the injured, closing cuts and alleviating pain. Heals 2d10+5 hp.

Minor Heal
1

Minor Heal

A gentle touch that mends minor wounds and alleviates pain. The target regains a small amount of hit points, feeling refreshed and revitalized.

Scythe Master
3

Scythe Master

Harness the deadly precision of a scythe, allowing you to deal an additional 3d10 slicing damage with each successful attack. This spell enhances your mastery over the weapon, making your strikes more lethal and precise.

Shadow Rush
3

Shadow Rush

Create a 20-foot radius zone of shadows that lasts for one round. Creatures within the zone must make a Wisdom (Perception) saving throw against a DC of 10 plus your Dexterity modifier. On a failed save, they become vulnerable to ambush, allowing you to make melee attacks against them.

Umbral Zone
3

Umbral Zone

Create a 20-foot radius zone of complete darkness that obscures vision. Only creatures with magical vision or true sight can see through the darkness, while others make perception checks at disadvantage. Can be used as a bonus action.

Lethal Precision
2

Lethal Precision

When you have advantage on an attack roll, add 1d6 damage to that attack. This ability can be used once per short rest, allowing for a powerful strike when the odds are in your favor.

Veil of Shadows
2

Veil of Shadows

Send a 10-foot wave of magical darkness that blinds for 1 turn as a bonus action. Enemies that fails a Dex save 10+ user's dex mod will have disadvantage on their attack rolls, while you gain advantage on melee attacks against them.

Silent Step
2

Silent Step

The move with an ethereal grace, allowing you to glide up to 30 feet without provoking opportunity attacks. While you move, enemies have disadvantage on Perception checks to detect your presence, making you nearly invisible in the chaos of battle. Outside of combat, the user can move between shadows and doesn't need to pass a stealth check if they move to another place with adequate darkness.

First Strike
0

First Strike

During the surprise round, the user's attack rolls are made with advantage, and if you hit, you deal an additional xd12 where x is the user's level.

Negative Energy
5

Negative Energy

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. If you target an undead, it gains temporary hit points instead.

Greater Invisibility
4

Greater Invisibility

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is also rendered invisible, allowing for stealthy movement and surprise attacks.

Arcane Eye
4

Arcane Eye

You create an invisible, magical eye that hovers in the air, allowing you to see through it. The eye has normal vision and darkvision up to 30 feet, can look in all directions, and can be moved up to 30 feet as an action, but cannot enter other planes or pass through solid barriers.

Toxic Mist
3

Toxic Mist

You conjure a cloud of poisonous gas that envelops a target, forcing them to inhale the toxic fumes. The target must succeed on a Constitution saving throw or take poison damage and become poisoned for a short duration.

Fly
3

Fly

You touch a willing creature, granting it the ability to fly with a speed of 60 feet for the duration of the spell. If the spell ends while the target is still in the air, it will fall unless it can stop the fall.

Fireball
3

Fireball

A bright streak flashes from your pointing finger to a point you choose within range, then blossoms into an explosion of flame, dealing damage to all creatures in the area.

Animate Dead
3

Animate Dead

This spell creates an undead servant from a pile of bones or a corpse of a Medium or Small humanoid within range, imbuing it with a foul mimicry of life. The target becomes a skeleton or a zombie, and you can command it for 24 hours, reasserting control with subsequent casts.

Gate
9

Gate

Conjures a shimmering portal that allows the caster to travel to any location they can visualize clearly in their mind. The portal remains open for a brief moment, allowing creatures to step through to the desired destination.

Psychic Scream
9

Psychic Scream

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures with an Intelligence score of 2 or lower are unaffected. Targets must make an Intelligence saving throw, taking 14d6 psychic damage on a failed save and becoming stunned. On a successful save, they take half damage and are not stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns to end the effect.

Power Word: Kill
9

Power Word: Kill

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. The creature takes 100 damage exactly.

Witch Bolt
1

Witch Bolt

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else, if the target is outside the spell’s range, or if it has total cover from you.

Sudden Awaken
1

Sudden Awaken

You awaken a creature from sleep or unconsciousness instantly, restoring them to full awareness and vitality. This spell can also be used to rouse allies from magical slumber effects, allowing them to act immediately.

Slumbering Veil
1

Slumbering Veil

You weave a magical field of slumber that envelops creatures in a 20-foot radius. Those affected must fall into a deep sleep, unable to wake until the spell ends or they take damage.

Fog Clouds
1

Fog Clouds

Conjures a thick fog that obscures vision and dampens sound in a designated area. Creatures within the fog have disadvantage on perception checks and ranged attacks, while the caster and allies gain advantage on stealth checks.

Charm Person
1

Charm Person

You attempt to charm a humanoid you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While charmed, the target regards you as a friendly acquaintance. This effect ends if you or your companions do anything harmful to the target.

Cause Fear
1

Cause Fear

You instill a sense of dread in a creature, causing it to become frightened for a short duration. The target must succeed on a Wisdom saving throw or be frightened for the duration, experiencing overwhelming terror.

Create Bondfire
2

Create Bondfire

Summon a magical bonfire that provides warmth and light, creating a safe space for allies. The bondfire can also be used to ward off creatures, dealing damage to enemies that come too close.

Barrier
1

Barrier

Creates a protective barrier around the user that deflects ranged attacks. Attackers must roll to meet or exceed a target of 10 plus the user's Intelligence modifier to successfully hit the user.

Paralyze
1

Paralyze

This spell immobilizes a target, rendering them unable to move for 2 turns. The target must succeed on a saving throw to avoid being paralyzed.

Phantom Punch
1

Phantom Punch

Unleash a spectral fist that strikes a target from a distance, delivering a powerful blow of force energy. The phantom fist can bypass physical barriers, making it a versatile attack in combat.

Frictionless Zone
0

Frictionless Zone

Creates a 20ft area where it's impossible to move. Any who step on the zone must make a Dex save DC:15+Caster's int mod. On fail the person attempting to walk on it will not only not be able to move forward but will instead be knocked prone from slipping.

Alarm
1

Alarm

Creates a rune that, when activated by being stepped on or triggered, creates a loud chiming noise to alert the caster and party members of an approaching entity.

Rune Magic
1

Rune Magic

Creates an elemental spell of the caster's choice that delivers 1d10 of the chosen element in damage.

Telekinesis
0

Telekinesis

Pick up and move items without having to physically touch them. Can only move items that weigh less than 20 lbs up to 30ft away from the caster. The caster can walk with the spell active.

Feather Fall
1

Feather Fall

Instead of taking fall damage, the user lands softly on the surface beneath them. This ability can be applied to multiple people or items.

Dispel Magic
0

Dispel Magic

Can be used to dispel traps, magical locks, or remove the magical properties from an item.

Long Whisper
0

Long Whisper

Allows the user to communicate with another from across a large distance, 1 mile max.

Floating Lights
0

Floating Lights

Lights that can float around the user or move 60ft away from them. It serves as a moving light source that can illuminate all but magical darkness.

Mend
0

Mend

Can put together broken items as long as they have the material for it.

Spider Climb
0

Spider Climb

Place your hand on a wall, instantly gain the ability to move on walls with ease.

Elmental
0

Elmental

Can use earth, wind, fire, water and lighting based magic both in and out of combat. Damage is equal to xd4 where x is the user's level/2.

The Final Cataclysm
9

The Final Cataclysm

Effect: The ultimate spell, summoning a cataclysmic storm of elemental destruction over a 60-foot radius. Damage: 20d8. Side Effect: Absolute Ruin – All enemies hit suffer vulnerability to elemental damage for 1 minute.

Apocalypse Rift
8

Apocalypse Rift

Effect: The Sorcerer opens a rift in the air, sending an uncontrolled surge of elements into an explosion covering a 40-foot radius. Damage: 14d8. Side Effect: Zone of Chaos – Any creature inside the area has their movement randomly shifted 10 feet in a random direction.

Worldbreaker Cannon
7

Worldbreaker Cannon

Effect: A colossal beam of energy that pierces through all enemies in a 60-foot line. Damage: 12d8. Side Effect: Lingering Pain – Targets take 1d8 damage at the start of their next turn.

Elemental Convergence
6

Elemental Convergence

Effect: A massive explosion of elemental energy centered on the caster, hitting all enemies in a 20-foot radius. Damage: 10d6. Side Effect: Unstable Field – The battlefield is covered in unstable magic, causing enemies to take 1d6 extra damage the next time they are hit.

Wrath of the Fivefold
5

Wrath of the Fivefold

Effect: Five elemental spears rain down from above, each dealing a different element’s damage. Damage: 8d6 (1d6 of each element). Side Effect: Overloaded Core – The enemy is unable to take reactions for 1 turn.

Judgement Storm
4

Judgement Storm

Effect: A lightning-charged tornado of elemental energy engulfs an area, hitting all enemies within 15 feet. Damage: 6d8. Side Effect: Magic Disruption – Targets hit have disadvantage on spellcasting for 1 round.

Cataclysm Arc
3

Cataclysm Arc

Effect: A cascading wave of elemental destruction spreads outward in a 30-foot cone. Damage: 5d8 (area damage). Side Effect: Staggering Force – Targets hit must make a Strength saving throw or be knocked prone.

Twin Burst
2

Twin Burst

Effect: Two elemental projectiles explode on impact, affecting two targets. Damage: 4d6 total (split between two targets). Side Effect: Elemental Chain – The energy lingers, reducing the target’s movement speed by 10 feet for 1 turn.

Earth Shot
1

Earth Shot

Create a ball of earth that can be shot at a single target. Stuns and disorients on hit.

Lightning Bolt
1

Lightning Bolt

The target must make a con save DC: 10 or be stunned for 1 turn, skipping their turn completely.

Water Whip
1

Water Whip

A single target, on hit, must make a dex save DC:10 or be bound.

Flame Cone
1

Flame Cone

Create a wave of fire in a 15ft cone that hits multiple targets.

Elemental Surge
3

Elemental Surge

Effect: A concentrated blast of all five elements strikes a single target. Damage: 5d6 (divided evenly between Fire, Water, Earth, Air, and Lightning). Side Effect: Elemental Shock – The target's next attack roll is at disadvantage due to the raw elemental energy overwhelming their senses.

Pulse Shot
3

Pulse Shot

Shoot an arcanic arrow at that deals aoe damage to multiple targets in a 10ft area.

Arrow Rain
3

Arrow Rain

Shoot an arrow into the sky. Multiple arrows then fall out of the sky towards it target.

Snare
1

Snare

Shoot an arrow at the target's foot. The target must make a dex roll DC: 10+User's dex mod. On fail the target's foot is pinned to the ground and their movement is stopped for three turns.

Hide
0

Hide

Move to concealment instantly, and gains advantage on stealth rolls even in minimal concealment. In combat, enemies target the user at disadvantage for 5 turns. 10 turn cooldown

Echo
0

Echo

Fire an arrow at a location. The arrow reveals the location of all living beings in a 20ft area. Gives advantage in combat when attacking.

Flame Arrow
1

Flame Arrow

The target must make a dex save DC: 10+ User's dex mod. On fail the target takes fire damage and is afflicted with the burn status for 5 turns.

Rapid Shot
1

Rapid Shot

Send 3 arrow shots at one target

 Combat Flow
0

Combat Flow

(Generates Combo Points) Type: Passive Effect: Every successful melee attack (unarmed or weapon) generates 1 Combo Point. Maximum of 5 Combo Points can be stored at once. Combo Points expire if not used within 6 turns. Special attacks and finishers consume Combo Points for powerful effects.

True Martial Flow
3

True Martial Flow

(Ultimate Active) Costs 5 combo points • For the next minute, you enter a heightened combat state: • Gain +2 AC and advantage on all attacks. • You can use Counterstrike on every enemy within 5 feet, not just the attacker. • Your unarmed strikes deal 2d8 damage.

Counterflow Strike
2

Counterflow Strike

(Reaction) • When hit by an enemy's attacks, you can make a contested Dexterity check against them. • If you succeed, you deal an additional damage equal to the amount taken

Master of Stances
5

Master of Stances

(Passive) • You can switch stances as a free action instead of a bonus action.

Fist of the Mountain
0

Fist of the Mountain

(Active) • Deliver a powerful strike that knocks a target back 10 feet. • If the target collides with a wall or another creature, they take 1d6 extra blunt damage.

Dragon’s Resilience
0

Dragon’s Resilience

(Passive) • If you are reduced to 0 HP, you can make a Constitution saving throw (DC 10 + damage taken). On a success, you stay at 1 HP instead.

Flurry Rush
0

Flurry Rush

(Active) • Make two rapid unarmed attacks as a bonus action. • If both hit, gain advantage on your next attack.

Tornado Kick
0

Tornado Kick

(Active) Costs: 2 combo points • You perform a spinning kick that hits all enemies within 5 feet. • Each target must make a Dexterity saving throw (DC = 8 + Dex mod + proficiency bonus) or take 2d6 damage and be knocked prone. Kick (Active) • You perform a spinning kick that hits all enemies within 5 feet. • Each target must make a Dexterity saving throw (DC = 8 + Dex mod + proficiency bonus) or take 2d6 damage and be knocked prone.

Counterstrike
0

Counterstrike

(Reaction) • When an enemy misses you with a melee attack, you can make an unarmed strike against them immediately.

Martial Stance
0

Martial Stance

(Bonus Action) • Choose a stance at the start of your turn: • Iron Stance: Gain resistance to bludgeoning, piercing, and slashing damage. • Crane Stance: Your movement speed increases by 10 feet, and you can disengage as a bonus action. • Mantis Stance: Gain +1d6 damage on melee attacks.

Fluid Combat
1

Fluid Combat

(Passive) • You can make an unarmed strike as a bonus action if you first attack connects.. • Your unarmed strikes deal an additional 1d6.

Shield Bash
0

Shield Bash

Type: Reaction Trigger: When an enemy within 5 feet of you misses you with a melee attack. Effect: You retaliate with a swift shield bash. The target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone. On a failed save, they also take damage equal to 2d6 + your Strength modifier. On a successful save, they remain standing but still take half damage.

Last Stand
5

Last Stand

(Reaction): When you are reduced to 1/5th of your HP, you can activate this ability. You immediately gain temporary HP equal to your Constitution score and can make one melee attack as a bonus action. half the damage received can be converted to temporary HP. Become 1 size larger.

Immovable Object
4

Immovable Object

(Active): As a bonus action, anchor yourself to the ground for 1 minute. While anchored: You cannot be knocked prone or moved against your will. You deal an additional 1d10 damage to creatures that attack you in melee. Creatures within 10ft of you must pass a strength check DC: 10 +user's strength mod.

Guardian Aura
2

Guardian Aura

Create a barrier between your allies and their attacker. Allies within 10 feet of you gain a +1 bonus to AC and advantage to saving throws.

Hammer Blow
1

Hammer Blow

(Active): As an action, make a melee attack. On a hit, the target must make a Strength saving throw or be knocked prone. Damage: 2d8 + Strength modifier. On a successful throw the target is knocked back 10ft. Must have a mace in hand.

Reinforced Body
2

Reinforced Body

(Passive): You have resistance to nonmagical bludgeoning, piercing, and slashing damage while you are conscious.

Defensive Stance
0

Defensive Stance

(Bonus Action): While in this stance: You cannot be moved or knocked prone. You cannot take the Dash or Disengage action, but your AC increases by 2.

Taunting Roar
1

Taunting Roar

(Active): As an action, force all enemies within 15 feet to make a Wisdom saving throw (DC = 10 + your proficiency bonus + Con mod). On a failed save, they must target the user for 3 turns.

Unyielding Fortitude
1

Unyielding Fortitude

(Passive): When the user is hit, reduce the damage taken by the amount equal to their level + their con mod.

Iron Wall
0

Iron Wall

(Passive): Gain a flat +2 bonus to your AC when wearing heavy armor and using a shield.

Shield of Resolve
1

Shield of Resolve

Free action: When an ally within 5 feet of you is attacked, you can impose disadvantage on the attack roll by using your shield to deflect the blow.

Shadow Ambush
3

Shadow Ambush

(3rd-level Illusion): • Casting Time: 1 Action • Range: Self (10-foot radius) • Duration: Concentration, up to 10 minutes • Effect: Create a shroud of shadows in a 10-foot radius around you. You and allies within the area gain advantage on Stealth checks, and enemies have disadvantage on ranged attack rolls targeting creatures inside.

Mark of the Predator
0

Mark of the Predator

(3rd-level Divination): • Casting Time: 1 Action • Range: 120 feet • Duration: Concentration, up to 1 minute • Effect: Mark a target. You and allies gain advantage on attack rolls against the target, and any critical hits against the target deal triple damage instead of double.

Camouflage Cloak
2

Camouflage Cloak

(2nd-level Transmutation): • Casting Time: 1 Action • Range: Self • Duration: 1 hour • Effect: Your appearance blends with the environment. Gain advantage on Stealth checks, and creatures have disadvantage on attack rolls against you if you’re in light or heavy cover.

Explosive Trap
2

Explosive Trap

(2nd-level Conjuration): • Casting Time: 1 Action • Range: 20 feet • Duration: 10 minutes • Effect: Place a trap that explodes when triggered. Targets within 10 feet of the trap must make a Dexterity saving throw, taking 3d8 fire damage on a failure or half as much on a success.

Eagle Eye
2

Eagle Eye

(2nd-level Divination): • Casting Time: 1 Action • Range: Self • Duration: Concentration, up to 1 hour • Effect: Enhance your vision to spot distant objects and creatures. You can see up to 1 mile without penalties and gain advantage on Perception checks.

Lay Trap
0

Lay Trap

(1st-level Conjuration): • Casting Time: 1 Action • Range: 10 feet • Duration: 10 minutes • Effect: Create a magical snare in a 5-foot area. Creatures stepping into the area must succeed on a Dexterity saving throw or be restrained for 1 minute.

Muffle
0

Muffle

• Duration: Lasts up to 10 minutes • Effect: Shroud yourself in magical silence. Gain advantage on Stealth checks, and creatures have disadvantage on Perception checks to detect you.

Hunter’s Mark
1

Hunter’s Mark

(1st-level Divination): • Casting Time: Bonus Action • Range: 90 feet • Duration: Concentration, up to 1 hour • Effect: Mark a target. Out of combat, gain advantage on Perception/Survival checks to track them, and deal an extra 1d6 damage to them whenever you hit them with a weapon attack while in combat.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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