5e Classes (Verendal Supplement)
From D&D Wiki
A variety of classes and archetypes can be practiced within Verendal.
Dark Lord's are the evilest of evil people. They don't settle in cities populated with normal denizens, rather they prefer subjecting creatures to their will and forcing them to do their bidding. A Dark Lord is not often found but when you see one, you will know almost instantly. They often are the conquerors of settlements and not easily overthrown. Nations within Verendal often task adventures with overthrowing Dark Lord controlled settlements with potential for reward.
Devout Clerics and experience Paladins know that a Bright Lord is the peak of lawfulness. Bright Lords are found seeking evil and often take the role of a leader of Paladins or a defender of the people.
Dragon Knight's are common place within the Kin Clan of Dragons. They are revered for their power and their mastery of dragons. Most are given great respect within the Kin Clan of Dragons and rightfully so as not just anyone can tame a dragon.
Misunderstood manipulators of the psychic energy. Their true capabilities are unknown to most and are avoided if their abilities are revealed in public. They are often solitary in their travels, maybe have another Mystic as company, and tend to a craft that is all their own.
Master of martial and magic combat they are a powerful lot. Known for their ability to use magic through their weapons, they are often sought out for when why have a fighter or a wizard when you can have both?
Their exists a single Oracle for each god in the Verendal pantheon. Each oracle is bound to serve that god until their true power is realized. They are aided by clerics and defended by paladins during their service to a god or goddess.
The Magus and Oracle Classes will be detailed in part of a resource document.
The Healer is similar to a cleric in the sense they can cast divine spells but they cannot use aggressive spells. Instead, they have devoted themselves to life restoring magic and powers of resurrection.
All of these additional ways of the typical classes have a role in Vernedal. The clerical domains give tribute to the pantheon, the schools of the fighter became more specialized, new orders of paladins took up arms, new monastic traditions made their way into the spiritual world, new pacts made, new sorcerers born and new circles formed. They are shown to express that not everything is so rigid. Many of these classes were taken due to this campaign offering both the Hero storyline and the Villain storyline, both of which will be detailed in the Dungeon Master section.
Artificer Domain Spells
Cleric Level Spells
1 Shield, Unseen Servant
3 Heat Metal, Magic Weapon
5 Elemental Weapon, Meld into Stone
7 Fabricate, Stoneshape
9 Animate Objects, Creation
Bonus Cantrip - At 1st level, you gain the mending cantrip, which does not count towards your total number of spells known
Bonus Proficiency - When you choose this domain at 1st level, you gain proficiency in heavy armor.
Fortifying Aura - Starting at 2nd level, you can use your Channel Divinity to project an aura that shields you and your allies from harm. When you activate this ability with a bonus action, you and all allies within 40ft of you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the start of your next turn.
Dancing Weapon - At 6th level, you can use your Channel Divinity to cast the spiritual weapon spell.
Anvil Strike - At 8th level, you gain the ability to infuse your weapon strikes with destructive power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8 thunder damage.
Touch of Creation - Starting at 17th level, you can cast the wall of stone spell at will as an action.
Madness Domain Spells
Cleric Level Spells
1 Dissonant Whispers, Tasha’s Hideous Laughter
3 Crown of Madness, Ray of Enfeeblement
5 Fear, Hypnotic Pattern
7 Confusion, Hallucinatory Terrain
9 Dream, Mislead
Touch of Madness - At 1st level, you gain the vicious mockery cantrip, which does not count towards your total number of spells known
Madness Aura - Starting at 2nd level, you can use your Channel Divinity to project an aura that unsettles the minds of others. When you activate this ability with an action, all enemies within 30ft of you must make a Charisma saving throw or suffer the effects of the confusion spell until the start of your next turn.
Gaslight Influence - At 6th level, you can use your Channel Divinity to cast the enthrall spell.
Mindshattering Strike - At 8th level, you gain the ability to infuse your weapon strikes with maddening power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8 psychic damage.
Break of Minds - Starting at 17th level, you can cast the confusion spell to affect a single target at will as an action
Oath of the Eternal Flame
Oath of the Dragon
For as long as Dragons roamed the Material Plane, there were mortals who took up arms in their name. Sometimes called Dragon Knights, Metallic Knights, or Chromatic Knights, those who swear upon the Oath of the Dragon do so in the name of the Dragon Gods, such as Bahamut or Tiamat, or swear to defend Dragonkind Tenets of the Dragon
Duty. Defeat the Enemies of your god, and show them NO mercy.
Service. Protect and Serve the Dragons of your god.
Honor. Take pride and show honor and worth to the name of dragonkind.
Reverence. Respect the Draconic race and hold them in the Highest Regard.
Oath of the Dragon Spells - *these spells are found in the Elemental Evil handbook found on WOC's website.
Paladin Level Spells
3rd chromatic orb, absorb elements*
5th detect thoughts, hold person
9th fear, waterbreathing
13th elemental bane*, polymorph
17th hold monster, geas
Channel Divinity - When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Draconic Breath.- All creatures within a 20 foot cone originating from you must make a Dexterity Save, or take damage (of fire, cold, lighting, thunder, poison, or acid- your choice) equal to 2d10+Your Paladin Level on a failed roll, or half as much on a successful roll.
Turn the Unworthy. - As an action, you present your holy symbol and speak a prayer censuring fiends and Dragons opposite your moral alignment, using your Channel Divinity. Each fiend or Dragon (opposite your moral alignment) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of the Dragon - Starting at 7th level you and any friendly creatures within 10 feet may deal an additional 1d6 damage (of fire, cold, lighting, thunder, poison, or acid- your choice) with weapon attacks, but only once per round. After completing a short or long rest, you may choose a different damage type, and this is the damage type that is dealt until your next rest.
At the 18th level, this aura's range increases to 30 feet, and the damage increases to 2d6.
Draconic Resistance - From 15th level, you become immune to the damage type selected for your Aura of the Dragon.
At 20th level, you can assume the form of a draconic avatar. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
Enemies within your Aura of the Dragon take damage equal to your Charisma Score of its damage type when they enter or start their turn in the Aura, bypassing all resistances and immunities to that damage type.
Once you use this feature, you can’t use it again until you finish a long rest
Oath of the Night
At 3rd, Auras • Gain access to Auras (detailed below) • Affect all allies (including Marshal) within 30’ radius • Allies have to be able to see and hear the Marshal, have at least 3 INT, and understand the Marshal’s langue • Auras are dismissed if the Marshal is silenced, unconscious, or incapacitated • Only a single aura can be active at a time but auras can be switched as a bonus action
At 5h, Silver Tongue - Marshal has advantage on Persuasion checks.
At 7th, Grant Haste - The Marshal can grant their allies the ability to Dash as a bonus action. This ability is recharged after a long rest.
At 10th, Hardy Soldiers - The Marshal can grant all allies resistance against BPS from non-magical weapons for 5 rounds. This ability is recharged after a long rest.
At 15th, Rallying Cry - The Marshal can grant allies temporary hp equal to 3 times the Marshal’s Charisma modifier. This ability is recharged after a long rest.
At 18th, Double Aura - The Marshal can manifest 2 auras at the same time.
Auras Adroit Step – not slowed by difficult terrain during combat Deadly Defense – movement within melee range provokes OA Determined Charge – grants advantage on attack rolls if ally moves 20’ in a straight line and makes a melee attack Group Athletics – advantage to Athletics and Acrobatics checks Keen Edges – score critical this on 19 or 20 Resilient Troops – grants allies advantage on saves Steady Hand – grants advantage on ranged attacks Stirring Speech – gain Marshal’s Charisma modifier to melee attack rolls. Demand Fortitude – add half Charisma bonus (round down) to Constitution saves Force of Will – add half Charisma bonus (round down) to Wisdom saves Watchful Eye - add half Charisma bonus (round down) to Dexterity saves Powerful Personality – add half Charisma bonus (round down) to Charisma saves Lasting Strength - add half Charisma bonus (round down) to Strength saves Resilient Mind - add half Charisma proficiency bonus (round down) to Intelligence saves Urgency – half Charisma modifier (round down) x 5ft bonus to walking speed Arduous Resolve – gain Marshal’s Charisma modifier to melee damage rolls.
Ways of the Monk
Way of the 9 Gates of Hell
Way of the Dragon
Draconic Arts: When you follow the Way of the Dragon at level 3, you assume minor draconic features, such as reptilian eyes and scales. These become more prominent as you follow deeper into the path. You choose a type of dragon to attune your skills too. You may choose one of any of the Chromatic (typically evil) or Metallic (typically good) draconic types (see table). By spending 2 ki points, you can use your reaction to gain immunity to the damage type associated with the color. You may spend 1 ki point to add additional damage of this type to any martial arts attack. Use your martial arts die to determine the extra damage dealt. You also read, write and speak Draconic.
Bonus Cantrip: At level 3, you gain a bonus cantrip, dependent on your draconic type. (see table)
Color/Metal Damage Type & Cantrip
Black/Copper Acid, acid splash
Blue/Bronze Lightning, shocking grasp
Brass/Gold/Red Fire, firebolt
Green Poison, Poison spray
Silver/White Cold, ray of frost
Crystal Radiant, Sacred Flame
Shadow Necrotic, Eldritch Blast
Draconic Breath: At level 6, you gain a breath weapon, which varies based on your chosen draconic type. You may use it for 4 ki points. It deals 3d6 of the given damage. At level 11, this increases to 4d6. At level 17, this increases to 5d6. Targets make a saving throw against your breath weapon, and take full damage on a failed save, and half damage on a successful one. This saving throw is made against your ki save DC. If you have a natural breath weapon, (such as in dragonborns) all breath weapon features allow you to roll d8s for damage, as long as they are of the same type.
Color Range and Save Damage Type
Black/Copper 5'x30' line (Dex) Acid
Blue/Bronze 5'x30' line (Dex) Lightning
Brass 5'x30' line (Dex) Fire
Gold/Red 15' cone (Dex) Fire
Green 15' cone (Con) Poison
Silver/White 15' cone (Con) Cold
Crystal 5’x30’ line (Dex) Radiant
Shadow 15’ cone (Con) Necrotic
Dragonsense: At level 11, you gain proficiency in Perception. You proficiency bonus in Perception is doubled. You also have blindsight within a range of 50 feet. If you were already proficient in Perception, you may choose proficiency in another skill or tool.
Dragon Form: At level 17, you have trained to the point where you may now assume the form of a dragon for one hour. You may do this as an action once before taking a long rest. The following happens when you assume dragon form:
You gain immunity to your type
Your mental scores remain the same.
Your size is large.
Your Armor class is 19.
Your Physical Ability Scores are changed:
Strength:24(+7), Dexterity:12(+1), Constitution:24(+7)
Your HP is your usual form's HP, and is restored to its maximum upon transformation. When you revert to your normal form, you are restored to the amount of HP before you transformed, and if you reverted as a result of falling below 0HP in dragon form, excess damage is carried over upon reversion.
Your walking and swimming speeds are 40 feet. Your flying speed is 80 feet.
You can breathe water and air.
For all intents and purposes, you are considered a dragon.
You gain the following natural weapons with which you are proficient:
A bite attack, dealing 2d8 piercing
Two claw attacks, dealing 2d6 slashing each
A tail attack, dealing 2d6 bludgeoning.
Any other trait you possess in normal form is preserved in Dragon form, as long as it physically makes sense.
You made a pact with a divine force, be it a god, angel, or another celestial being. They bestowed light to you to purge the world of darkness. Expanded Cantrip List: Your list of accessible Warlock cantrips also includes Cleric cantrips. Expanded Spell List: The Seraphim lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Warlock Level Spells: 1st bless, cure wounds|2nd moonbeam, prayer of healing|3rd beacon of hope, revivify|4th death ward, aura of life 5th banishing smite, mass cure wounds Divine
Blessing: Starting at 1st level, when you reduce a hostile creature's HP to zero, your next damage roll within a minute will deal additional radiant damage equal the sum of your proficiency bonus and charisma modifier. Creatures destroyed by this radiant damage do not bestow Divine Blessing again. Angel's Ward:
Starting at 6th level, you may use your action while bloodied to call upon your divine patron to cast an aura of light, emanating in a 15-foot radius sphere from yourself. Hostile creature's in the aura take 4d6 + Charisma Modifier radiant damage. Fiends and undead take additional 1d6 damage. For each creature x reduced to zero by Angel's Ward, you regain xd8+1 HP. Once you use this feature, you can’t use it again until you finish a long rest.
Celestial Blood: Starting at 10th level, you gain resistance to poison damage, and advantage on saves against the poisoned condition and diseases. You are also resistant to radiant and necrotic damage.
Invoke Divinity: Starting at 14th level, you become a weapon of the high heavens. Using your action to call upon your divine patron, for one minute your healing spells are maximally effective, and creatures you drop to zero HP during the duration explode. The explosion deals 5d8 radiant damage to hostile creatures within 10 feet of the exploding creature. Fiends and undead take an additional 1d8 damage. Once you use this feature, you can’t use it again until you finish a long rest.