Classes (Cinderstar Supplement)

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GUYS PLEASE DO NOT EDIT THESE YET UNLESS YOU ARE CORRECTING SPELLING[edit]

Artificer[edit]

Staring down from the spite of metal and wires, raxez scowled. She had spent years on this device, made painstaking calculations, and extracted millions of dollars from her guild for this, and something wasn't working. Something was wrong, and the whole project was coming crashing down.
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An artificer tests out a new weapon.


Artifice is a common type of magic in Cinderstar. Many common services like transportation, weaponsmithing, and toymaking are provided by artifice. In addition, the infrastructure of the great city is held together by artifice. Artifice is known as the engine of civilization, and this is not an exaggeration. There are 3 types of artificers: guild artisans, freelance craftsmen, and war smiths. Guild artisans are supported by a larger organization of artificers. Freelance craftsmen work independently of a larger group. Finally, war smiths are specialized for battle. They are usually employed by a powerful individual to craft weapons and companions for fighting. As a whole, artificers are a powerful group. However, their influence comes with a major downside. Demons held a total monopoly on magic until artifice and biomancy appeared, allowing anyone to wield the power of magic if they took the time to learn it. A player in a campaign would likely be a more battle oriented artificer, meaning they were a normal vendor or craftsman before some life-shattering event uprooted them and forced them to take to the streets. Some parties would allow for a war smith because they are in the service of a large group or powerful being.


Barbarian[edit]

"You tryin' ta start a fight, buddy?"

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A barbarian calls upon their demonic power to transform.
Barbarians in this setting are fairly rare. Usually, you are just a fighter. A barbarian would typically end up being imprisoned or sent to an asylum due to an outburst of their rage. However some demons have a soft spot for deranged madmen, and some barbarians can withhold their rage and go unnoticed. Those with fine control over their abilities are useful as hired muscle. However, they rarely see employment as much else.

Path of the Devil[edit]



Barbarians who follow the path of the devil forge a pact with a powerful demon, allowing them to draw on some of its powers, in exchange for the deliverance of mortal souls that perished by the barbarian's might.


Devilish Alterations[edit]

At 3rd level whilst raging, your body alters to one similar to a devil. Your eyes change to a deep blood red. You gain devil sight: You can see normally in darkness, both magical and non magical, to a distance of 120 feet.


Binding Strikes[edit]

Starting at 3rd level, when you enter in rage, you can bind a soul of a creature you can see within 30 feet to your blade. Constructs and other such creatures with no soul are immune to this feature. For the duration of the rage, you can use your bonus action to make one melee weapon attack against this creature.


In addition, if the bound creature is within 30 feet and you are able to see her, you can use this bonus action to force the creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or take necrotic damage equal to your weapon's attack damage. Using this bonus action works as making an attack for the purposes of maintaining your rage. You may use this only once per rage.


Eater of Souls[edit]

At 6th level, you gain the ability of consuming souls, which grants you nigh immortality and a supernatural vigor. Whilst raging, when a creature with a soul within 60 feet of you dies, you can use your reaction to make that creature roll a Charisma saving throw (as if it were alive) against a DC of 8 + your Proficiency bonus + your Constitution modifier. If you were bound to the creature, the target automatically fails this save. On a failure, you consume part of that soul, regaining hit points equal to your barbarian level.


Whenever you consume a soul, your demon master may grant you a blessing or item. depending on the power of the foe, the reward may vary (up to DM).


You can use this feature a number of times equal to your proficiency bonus, and regain your use after completing a long rest.


Binding Chains[edit]

At 6th level, your power over the creature increases. Your attacks made against a bound creature are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.


In addition, you can choose to cause necrotic damage, rather than the damage of your weapon, when you hit the creature with an attack.


Hellfire Transformation[edit]

At 10th level, you start to assume the characteristics of a devil. You can add your Constitution modifier, rather than your Charisma, for your Charisma checks.


In addition, while raging, you gain resistance to cold and fire damage.


True Devilish Transformation[edit]

At 14th level your appearance irreparably changes to be more devil-like. Chose 1:


  • Fury from above You sprout devilish wings that can be used to fly when you are raging, granting you a flying speed equal to your movement speed. You can't use your wings if you are wearing armor.
  • Demonic visage Your face permanently becomes a twisted echo of your demon master. While raging, you may have one creature who can see you become frightened of you. If this creature is bound by your binding strikes ability, it is forced to move toward you instead of away from you. They may end the effect with a successful dc 11+ your constitution modifier.
  • Hellish Endurance You have advantage on death saving throws. Increase your {5e|constitution} score by 1


Bard[edit]

As the assassins closed in, the bassist played a thrumming chord blasing back everyone on stage. Before anyone could react, the first assassin was cleaved in half by his axe-like guitar, which the audience had assumed was decorative.
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"I like my music how I like my weapons; heavy and metal"

Being a bard is a bit of a gamble. Either you strike it big, or you never get anywhere in terms of music, and end up becoming a con artist. Either way, bardic magic is a rare talent and one with some unique powers as well. Due to the near nonexistence of clerics, healing magic is scarce, and for an adventuring group a bard can be an incredible ally. Adventuring is a great method of profit for a bard, and their charm magic lets them get everyone the better end of the deal. Demons often seek out influential and famous bards to influence others to their cause. In spite of the the strong will and charm magic of a bard, they are often outwitted by demons, thus the saying "a bard's voice comes from a devil's throat." Additionally, this campaign includes a new type of bard college: the college of metal. This is a more combat focused college, but it has become popular because of the power it offers. These bards are known for their custom weapon-instruments and flashy outfits.


College of Metal[edit]

A deadly bardic college, focused on channeling raw emotion into incredible power.

Heavy and Metal[edit]

When you adopt this college at 3rd level, you gain proficiency with medium and heavy armor, as well as martial weapons. Additionally, you learn the Shocking Grasp cantrip. This does not count against your number of total cantrips known.


Power Shredding[edit]

Also at 3rd level, you become proficient in a new type of instrument of your design, which can be powered by the lightning you generate: the Heavy Instrument.


Crafting this item takes a total of 4 hours, and 20gp worth of materials. The time required to craft this item may be spent during a long rest. The item's appearance can be that of a guitar, bass, lute or any other string instrument. When wielding it in battle, it also functions as a martial weapon of your choice.


As a bonus action, you may cast Shocking Grasp on your Heavy Instrument, leaving it powered up for 1 minute.


While in this state, the sound it produces becomes that of an electric guitar, and lightning constantly crackles around it. You may add your Charisma modifier to the damage of any spells you cast through your powered up instrument, as long as the spell doesn't have a range of touch. You must finish a short or long rest before you can power it up again.


Scream of the Banshee[edit]

At 3rd level, when a creature you can see within 30 feet of you makes an attack roll, ability check or saving throw, you may use your reaction and expend one of your Bardic Inspiration dice to let out a high-pitched scream of pure metal power; interrupting the process of what it was doing.


The target must make a Wisdom saving throw (DC 10 + your Charisma modifier). On a failed save, the creature’s original roll fails, and it becomes frightened of you for 1 round. Additionally, all creatures within 15 feet of you that can hear take thunder damage equal to your Bardic Inspiration die roll.


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


Thunder Rolls[edit]

At 6th level, you masterfully integrate your chords into your combat:


  • You learn the Thunderclap cantrip, as well as the Thunderwave and Shatter spells. These do not count against your number of spells or cantrips known.


  • While powered up, when you hit a creature with an attack on your turn, you may cast a cantrip as a bonus action.


  • While wielding your Heavy Instrument, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Symphony of Battle[edit]

Starting at 14h level, you can unleash a performance the likes of which few have experienced.


As an action on your turn, you and all allies within 100 feet of you that can hear gain an inspiration die. These dice are not taken from your Bardic Inspiration pool. Additionally, all hostile creatures within 50 feet of you that can hear must make a Constitution saving throw against your spell save DC, taking 8d6 thunder damage and being stunned for 1 round on a failed save. On a successful one, they take half as much damage and are not stunned.


Biomancer[edit]

"We had made our way deep into the site of the anomalies, when we heard a scream from one of the members in the back of our group. A swarm of flies had gathered around him, and were boring into his skin. Before we could do anything, he was a pile of bones. I was lucky to make it out alive."

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A biomancer hard at work.
Biomancers are spellcasters who use short-lived organisms to perform their spells. They have a somewhat hated reputation amongst the people of The Great City, and this is not without warrant. After an organism has served its purpose, it is usually allowed to wander off and do as it pleases. For example, a chain lightning that was formed as an eel could escape into a waterway, causing severe damage to infrastructure and anyone near the water. Besides this, biomancers have a reputation for madness. And indeed many of them are insane because of the biological modifications they made to themselves, and their psychological effects. The life of a biomancer is not made any easier because they are a rare threat to the demon's control over magic, some even being able to give magical abilities to other beings.


Creating a Biomancer[edit]

Biomancers seldom have entirely human characteristics, often possessing grotesque mutations. Consider what strange modifications your character might have. Also, consider whether or not you want them to have minor mental quirk. And remember, your spells are living beings. Make sure to decide what strange creatures the manifest as.


Quick Build

You can make a Biomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage background.


Class Features

As a Biomancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Biomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Biomancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, All ranged weapons
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two daggers or (b) Any simple weapon or (c) Any ranged weapon
  • (a) Studded leather armor or (b) Impeccable lab coat
  • Alchemist's Supplies
  • Six daggers
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Biomancer

Level Proficiency
Bonus
Features Cantrips Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Biological Attunement, Spellcasting 4
2nd +2 Minor Alchemy 4 6 2
3rd +2 Little Helper 4 8 3
4th +2 Ability Score Improvement 4 10 3
5th +3 Philosopher's Stone 4 12 4 2
6th +3 Medicinal Knowledge 4 14 4 2
7th +3 Potion Brewing 4 16 4 3
8th +3 Ability Score Improvement 4 18 4 3
9th +4 Alchemical Casting 4 20 4 3 2
10th +4 Emergency Supplies 4 20 4 3 2
11th +4 5 20 4 3 3
12th +4 Ability Score Improvement 5 20 4 3 3
13th +5 Biological Expert 5 22 4 3 3 1
14th +5 Genius 5 22 4 3 3 1
15th +5 6 22 4 3 3 2
16th +5 Ability Score Improvement 6 22 4 3 3 2
17th +6 Master Alchemist 6 24 4 3 3 3 1
18th +6 7 24 4 3 3 3 1
19th +6 Ability Score Improvement 7 24 4 3 3 3 2
20th +6 Biological Ascension 7 24 4 3 3 3 2


Spellcasting[edit]

Cantrips

At 1st level, you know four cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table.


Spell Slots

The Biomancer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of these artificer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the artificer spell list.


The Spells Known column of the Biomancer table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots.


Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + Intelligence modifier.


Spell attack modifier = Your proficiency bonus + Intelligence modifier.


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Biological Attunement[edit]

Starting at 1st level you are capable of concocting a potion which will allow you to gain the racial feature of a race. During a short or long rest you can use your Alchemist's Supplies and a DNA sample of any playable race, with this you make a potion which when consumed, gives you one racial trait of your choice of the specified race, the effects last until the end of a long rest. You are able to have one Biological Attunement at a time, this increases to 2 at level 8, and 4 at level 16. Due to various self experimentation, only you get such benefits from consuming these potions, if someone else were to drink this potion the effect would last for 1 hour and would only ever be able to have one Biological Enhancement at any given time.


Living spells[edit]

When you cast a spell, you summon a small or tiny (DMs choice) creature that was used to perform the spell. This creature has an attack that copies the effect of the spell, but all effects of the spell are cut by half. It has a challenge rating of zero, one hit point and an armor class of 2 + your intelligence modifier. All of its stats are 2 + your intelligence modifier, and it has a walking speed equal to 10 + your intelligence modifier. These creatures are not hostile or friendly or hostile, and try to move away from you on each of their turns. starting at second level, they are charmed by you for one minute when summoned.


Little Helper[edit]

Beginning at 3rd level you are able to construct a little helper known as a Homunculus. During a short rest you can use your Alchemist's Supplies and 50gp worth of material and 5 pounds of flesh to create a Homunculus, you must make an Alchemist's Supplies roll with a DC equal to 20 minus your intelligence modifier in order for it to work, on a failure nothing happens and the materials are unusable. Casting mending on the Homunculus will restore 2d4 hit points, if your Homunculus reaches 0 hit points you can make an Alchemist's Supplies check with a DC of 10 in order to restore it to 1 hit point, on a failure it crumbles into reusable materials.


Biological Augmentation[edit]

Starting at 5th level, you can spend 8 hours creating a more long lived creature, similar to a homunculus but with a more specialized function and used like a tool. A creature gains a benefit of your choice as long as the creature is in their possession. When you create the creature, choose the benefit from the following options:


  • Octopus Mantle: +5 ac and allows you to breathe in any environment. Resembles a combination of a cloak and an octopus.
  • Blitz Greaves: An increase to speed of 10 feet while the creature is unencumbered. This speed must be used if the player moves. Resembles a normal set of greaves, but made of constantly twitching muscle fibers.
  • Blood Ooze: Proficiency in Constitution saving throws. A bright red ooze that, when ingested, enters the person's blood. It can be forced out using a small vial of a separation potion (10gp to craft)
  • Crawling Armor: Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). Resembles a suit of armor made of interlocking roaches.
  • Fencing Claws: Plus 1d4 slashing and 1d4 poison damage to unarmed strikes, disadvantage on weapon attacks. Ten small crustaceans with long, sharp stingers. They cling to the top of your fingernails.
  • Memory Toad: Add one spell of any class to your list of spells known. A toad with a brain shaped pattern on its back. The croaking sounds it makes are laced with psychic information.

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your creature if it is on your person.


If you create a new creature, the previous one dies. Without constant magical sustenance, the creatures cannot survive long.


Medicinal Knowledge[edit]

At 6th level you gain proficiency in Healer's Kit and Herbalism Kit. During a short rest you are able to use your Alchemist's Supplies or Herbalism Kit to increase the potency of a Potion of Healing to a Potion of Greater Healing. At level 14 you can increase the potency of a Potion of Greater Healing to a Potion of Superior Healing, and at level 20 you can increase a Potion of Superior Healing to a Potion of Supreme Healing. Doing so requires a Herbalism Kit check with a DC of 18. These healing potions take the form of either a soup of microbes that repair cells, or and organ duplicating swarm of mimics. (Your choice)


Potion Brewing[edit]

Starting at 7th level you are capable of brewing common magic potions. For this you must first have heard of the effects of the potion or consumed the potion in the past. You will require 25gp of supplies and your Alchemist's Supplies, you must succeed an Alchemist's Supplies check with a DC of 14 in order to brew this potion, a failure will render your 25gp supplies unusable. At 11th level you are able to make uncommon magic potions, with a DC of 16, at 15th level you can make rare magic potions with a DC of 18, and at level 18 you can make very rare magic potions with a DC of 20, the price doubles for each strength above common. Depending on the effect, you can change the form the potion takes, or change if it is even a potion or a short lived organism.


Alchemical Casting[edit]

At 9th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend.


An additional 1st-level spell slot can make the creature more deadly. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.


An additional 2nd-level spell slot can alter the form the creature takes. If the spell's damage type is acid, cold, fire, lightning, poison, or thunder you can change it to another damage type listed.


An additional 2nd-level spell slot can increase the creature's size. If the spell's range is at least 30 feet, it becomes up to 120 feet.


An additional 3rd-level spell slot can increase the creature's potency. Increase the spell save DC by 2.


An additional 3rd-level spell slot can increase the creature's lifespan. Doubles the duration of the spell to a maximum of 12 hours.


Emergency Supplies[edit]

At 10th level you realize that it'd probably be handy to have some versatile ways to deal with quick-time problems. Only you can utilize these supplies as they are magically linked to you upon creation. With 10gp worth of material and your Alchemist's Supplies you are able to create the following items and potions:


Smoke Swarm

As a reaction you throw this bead to the floor and create a large area of dense fog, the fog occupies a 30 foot sphere and can be blown away by a breeze. This spell manifests as a swarm of flying insects with small fog pores under their wings.

Shrink Frog

As a reaction when being attacked, you throw miniature poison frog which shrinks the attacker as per the Reduce effect of the enlarge/reduce spell, giving the attack a disadvantage on their attack and reduces the damage by 1d4 until the end of their turn. Optionally you can use this on yourself when subjected to an effect that has you roll a dexterity saving throw to to take half damage to instead take half damage on a failure or no damage on a successful save, the effect ends at the start of your next turn.

Swiftness Egg

As a bonus action you crush this Egg in your palm and are put under the effects of the haste spell until the end of your next turn, you do not suffer the drawbacks of the spell ending. If not used after 2 d 10 days, the egg hatches into a harmless winged lizard that follows you around. It does not obey your commands and will leave if mistreated.

Living Umbrella

As a reaction while falling you quickly unfurl this living umbrella which puts you under the effects of the feather fall spell.

Zap Eel

While wearing this bright blue eel as a necklace or a bracelet, whenever you are hit with a melee attack you can use your reaction to deal 2d4 lightning damage to the attacker. This effect can be used 5 times until the eel dies.

Brain Rat

As a bonus action you may eat this tiny ratlike creature which lets you add 1d4 to all intelligence and wisdom checks and saving throws until the end of your next turn, as well as letting you make investigation, insight, and perception checks as a free action during this time.

Portal Serpent

As a reaction you may force this snake to bite its own tail, which teleports you anywhere within 30 feet that you can see, your DM decides where you teleport. The snake escapes to the astral plane.

Animal Nugget

As a bonus action you ingest this animal shaped nugget and gain the effects of polymorph until your next turn. When creating this Emergency Supply you choose which beast the nugget will turn you into, you must use the meat of the creature you wish to utilize.


Biological Expert[edit]

At 13th level you begin perfecting your Biological Attunement, you can now permanently be under the effects of two racial traits by consuming two of these potions in a row. Attempting to consume another in this method will simply undo the first permanent effect and grant the new one. These effects only apply to you.


Genius[edit]

Once you reach 14th level your intelligence score increases by 2, up to a maximum of 22.


Master Biomancer[edit]

Starting at 17th level, you can use your action to consume the reserve of magic stored within your current biological augment in a single burst. When you do so, choose one of the following effects. Your augment is destroyed and can't be remade until you finish a long rest.


  • Major Transformation: You can transmute one non magical object—no larger than a 5—foot cube into another non magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • Panacea: You remove all curses, diseases, and poisons affecting a creature. The creature also regains all its hit points.
  • Restore Life: You cast the Raise Dead spell without expending a spell slot.
  • Restore Youth: The magical energy is used on a willing creature, and its age is reduced by 3d10 years, to a minimum of 10 years.


Biological Ascension[edit]

Your body has been subject to so much Biological Attunement that it has retained some of the effects perfectly. You gain all the racial features of a creature you are Biologically Attuned to, you must have experienced each racial trait of a race in order for this to take effect. You can change which races you are Biologically Attuned to during a short rest.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Biomancer class, you must meet these prerequisites: 13 intelligence


Proficiencies. When you multiclass into the Biomancer class, you gain the following proficiencies: Alchemist's Supplies


Cleric[edit]

There are few, if any clerics left in the world of Cinderstar. The demons who command most of the material plane have hunted them down to near extinction because they are the only ones who can stir the masses to fight against their overlords. The clerics also hold the power to induct others into their faith, making more spellcasters to steal the spell market from demons. There is little to be known about clerics aside from the fact that they are all dead or in hiding.


Druid[edit]

Rumors spread of an inverted world where glowing fungi eat at the minds of explorers, guarding hidden treasures of gold and silver. And amid the darkness, a strange and powerful group of nature mages pull spider web thin strings across the city.
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"Then the deal is sealed. 3000 for one week's worth. You will get no better deal."
Druids would be rare on a plane mostly covered by a city, right? Well, you're half right. Druids in the traditional sense, nature worshiping forest keepers, are rare. Instead, druids gather in large greenhouses to worship painstakingly cultivated forests. These druids are usually weaker than those who have access to a fully grown forest, and these enclaves are fragile havens of nature. However there is a lesser known group of druids: The spore druids. Somewhere beneath the srteets, there is another abandoned city, called the deepcity, somehow turned literally upside-down in some magical calamity. In these ruined halls, the spore druids grow many things that those on the surface might desire; Hallucinogenic Mushrooms, Magic enhancing spores, and Fungi that animate the dead as slaves. They have hidden entryways to the surface that allow for trade, and many mages are addicted to their "Black Spores", a potent magic enhancing substance. Although a far cry from what most would expect from a druid, it is all this world has to offer.

Circle of Rot[edit]

Druids who use fungi to protect the cycle of life and death, or accelerate it if they see fit.

Fungal Growth[edit]

At 2nd level the druid gains the ability to speed the growth of all manner of fungi, and can infect an enemy with a draining fungus. As a bonus action, you can make a melee spell attack against a creature within 5 feet. On a hit, you can spend a use of Wild Shape to infect the target with deadly spores.


The creature takes necrotic damage equal to your proficiency bonus when you use this feature on it, plus the same damage at the start of each of its turns for 1 minute. The creature can make a Constitution saving throw at the end of each turn to end this effect.


A creature reduced to 0 hit points by this feature has its corpse completely overtaken by fungi that sprout through their skin.


Refreshing Rot[edit]

At 2nd level the druid gains the ability to channel the energy created at a living creature's death to heal themselves or allies. You learn the inflict wounds spell, which is considered a druid spell for you.


In addition, whenever you deal necrotic damage with a druid spell of 1st-level or higher, you regain hit points equal to 2 + the spell slot used to cast that spell.


Rot and Growth[edit]

At 6th level the druid gains the ability to channel the energies of life and death to create a servant. They may choose either Rot, or Growth. Once you use this ability, you can't do it again until you finish a long rest.


When the servants are created, they gain temporary hit points equal to half your druid level. Roll initiative for the servants, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0). The servant remains under your service until you finish a long rest, at which point the creature disappears, becoming a regular pile of fungus.


Rot. Spores sprout from up to four corpses, animating the body of a beast or humanoid as an undead servant under your command. The servants have the characteristics of a zombie.


Growth. You gain the ability to grow up to two fungal beings that have the statistics of a myconid.


One with Decay[edit]

At 10th level the druid's very body becomes aligned with the processes of decay. The druid becomes resistant to necrotic damage.


In addition, you add your Wisdom modifier to the amount of hit points gained through your Refreshing Rot feature.


Aura of Spores[edit]

At 14th level, you can use a bonus action and spend two uses of Wild Shape to exude a miasma of spores, that create an aura within 10 feet of you. Whenever you cause necrotic damage to a creature within this aura, you add your Wisdom modifier as a bonus to the amount of necrotic damage dealt.


In addition, any enemy that starts its turn inside the aura is affected by hallucinogenic spores, and are forced to make a Wisdom saving throw. On a failed save, the creature falls to the ground in terror, prone until they are hit by an attack. Creatures immune to the charmed or frightened condition are immune to this effect. On a successful save, the creature is immune to this effect for 24 hours.


Fighter[edit]

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"Round one over. Seems like his opponent has had his share of blunt force trauma for the day, and should be backing down soon."
Fighters are never short of work. The act of battle will always be profitable, whether for entertainment, justice, or murder. Although many fighters are use as bodyguards and thugs, others compete in boxing or wrestling. Some others are motivated by personal gain, being criminals and murderers. Others still are responsible for maintaining and enforcing the law. Finally, a few are simply trying to survive in an increasingly hostile world. They fight not because they are told to, nor do they fight for a cause. They fight because it is what they must do to survive.

Fighter: Street Brawler[edit]

Instead of undergoing formal training as a soldier, servant of a noble house or squire of a famous knight, Street Brawlers have trained their martial abilities out on the world.

Streetwise[edit]

At 3rd level, your life in the streets has taught you a thing or two. You gain proficiency with improvised weapons. In addition, whenever you are in a urban environment, you gain advantage on Survival, Investigation and Stealth checks.


Improvisational fighting[edit]

Beginning at 3rd, you learn how to use nearly anything as a lethal weapon. You gain 2 of the following benefits:


Unarmored Defense. Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + Constitution Modifier.


Unarmed Strikes. Your unarmed strikes and attacks with fist weapons can deal bludgeoning damage equal to 1d4, increasing according to the table below. When you take the attack action, if you only perform unarmed strikes, you can use your bonus action to make an additional unarmed strike.


Fighting Dirty When a creature makes an attack roll against you, you may use your reaction to attempt to trip or otherwise hinder their attack. They must make a dexterity check contested by your strength check. If they fail you may have them fall prone after the attack, have disadvantage on the attack, or take 1d4 bludgeoning damage (if this damage is fatal they do not deal damage for their attack). A creature can only be affected by a single mode of this ability once in a single encounter.


Stool Smasher You gain the tavern brawler feat.


Fighter Level Unarmed Strike Damage
3rd 1d4
6th 1d6
11th 1d8
17th 1d10


Smashing Strike[edit]

When you choose this archetype at the 3rd level, you learn how to deliver a powerful blow with your melee attacks. When you hit a creature, you can choose to add 1d8 to the damage of that attack. The size of this additional damage die increases to 1d10, at level 10th and to a 1d12 at level 18th.


You can use this feature a number of times equal to your Strength modifier (minimum once). You regain all expended uses on a short or long rest.

Hardened Body[edit]

Starting at the 7th level, your life on the streets turns you into a tougher man. You gain advantage on Constitution checks and you add can your Constitution modifier to your Strength rolls and saving throws.


Adrenaline Surge[edit]

At the 10th level, you can make a charge of adrenaline run through your veins, enhancing your power. As a bonus action on your turn, you can enter in the Ferocious Adrenaline state, lasting until the end of your next turn. It ends early if you are knocked unconscious.


While this feature is active, you gain the following benefits:


Furious Fist. In each of your turns, you can add your smashing strike die to the damage of your unarmed strikes and improvised weapon attacks.


Pain Makes Me Angry. When another creature damages you with a melee attack, you can use your reaction to make an unarmed attack against that creature.


You can use this feature a number of times equal to your Constitution modifier (minimum once). You regain all expended uses on a long rest.


Bone Breaker[edit]

Starting at 15th level, you can try to smash your opponents bones with a powerful blow. Once on your turns, you can forgo an attack to make a special unarmed strike. Instead of dealing damage, on a successful attack you inflict one level of exhaustion on a creature. That creature must make Constitution saving throw against the DC = 8 + your proficiency bonus + your Strength modifier to avoid this effect.


In addition, when you roll initiative and have no Smashing Strike remaining, you regain 1 use.


Bypassing Limits[edit]

Starting at the 18th level, you have mastered your limits and overcame them. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.


Monk[edit]

Tenacious-Underdog-Art-by-Jason-A.-Engle.jpg
"In a surprise win, our smaller competitor takes the victory! His opponent is being taken out of the ring on a stretcher as we speak.”
The only thing that differentiates a monk from a fighter is what makes them good. A good fighter is strong because of the power he can muster, and his mastery over his weapons. The thing that makes a good monk good is the precision of their strikes, and their mastery of their opponents body. However, this is a fine difference that has little impact on their careers. Monks hold themselves to a higher degree of respect than fighters, often choosing to ignore weaker opponents until they are more exhausted to give them a fair chance, and having a powerful sense of determination. A monk will never give up, even against a stronger opponent. Those who defeat them are treated with respect.

Way of the Street Monk[edit]

A dexterous master of unarmed combat, the street monk can easily overwhelm stronger opponents.


Cast-Iron Stomach[edit]

You can derive nourishment from spoiled food and can avoid dehydration by drinking seawater with few ill effects. By subsisting on these unusual provisions, you double the amount of time you can go without fresh food and water.


Street Savvy[edit]

Starting at 3rd level, you develop special combat tactics, learned through extensive experience in real life fights. You gain the following benefits:


Improved Disarm. You can use your Deflect Projectiles abilities against attacks with weapons made against you. If you reduce the damage to 0, you can spend 1 ki point in order to disarm the attacker.


Fast Heal. When you use your Patient Defense feature, you regain a number of hit points equal to your proficiency bonus. You must wait until you have finished a short rest to use this feature again


Grounded Weapon[edit]

Also at 3rd level, you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.


In addition, any creature who starts its turn restrained by you takes bludgeoning damage equal to your martial arts die.


Finally, you can use your Dexterity modifier, instead of your Strength modifier, for your grappling attempts.


Advanced Training[edit]

At 6th level, you are no longer restrained while grappling, and you may spend ki points to throw a grappled target a number of feet equal to the number of ki points spent times two.


Battle ready[edit]

Starting at 11th level, When you roll initiative, if you have less than half your ki points, you may restore your ki points to maximum.

Unarmed Combo Strike[edit]

Starting at 11th level, once per turn when you hit a creature twice consecutively in the same turn with an unarmed strike, you can knock them prone .


Combat Reflexes[edit]

Starting at 17th level, you can easily overpower poonents by intercepting their attacks. As a reaction to an opponent hitting you with an attack you may spend 3 ki points to do one of the following

  • Knock them prone.
  • Make an unarmed strike against them.
  • Grapple them.
  • Force them to reroll for the attack.


Paladin[edit]

There was a sudden crack, a blinding flash, and the demon was hurled back. Suddenly, standing in our midst was a man clad in radiant armor. "Demon!" his voice boomed "your reign ends here!"

1843-fiend-hunter.jpg
deep in the forest, a paladin fells a demon.

On other worlds, the paladin is a brave warrior, shining their light for all to see, daring evil to strike them down. But on ciderstar, the paladin waits in the shadows, stalking the evil it preys on. Any paladin who has lived to fulfill their mission knows that they are hunted at every turn. The demons hold far more influence than what can be handled by faith alone. Wits and subterfuge are required as well. A paladin in your campaign may masquerade as a normal fighter, or a traveling priest, or be met in the wilderness or undercity, hiding from their foes until the time is right.. Because of this secrecy, and the fact that demons often wipe out districts they suspect a paladin to have entered, paladins are viewed with suspicion at best. In a period of seemingly unwarranted demonic cruelty, people often blame paladins, doubling the importance of their secrecy. At the same time, when a paladin succeeds, they are welcomed as a hero by the very people who would have been willing to kill them to turn a demon's attention elsewhere. Most demons waste no time in trying to corrupt a paladin; they have no order to infiltrate, no real code of laws to exploit, and if a paladin were to turn, another is sent a vision commanding them to strike them down. However, if you do want to play a turned paladin, here is the antipaladin subclass:

Oath of the Antipaladin[edit]

Tenets of the Antipaladin[edit]

They Must Bow: you are the master of darkness, and you will be remembered.


Do What You Must: seek out chaos and see it quelled. Follow through by any means necessary.


Forget Everything: who you were before was merely the beginning. You have found a new purpose: a new you.


Embrace the Darkness: the darkness thrives where light is banished. Embrace the darkness, learn to use it against those who would hide within.


Oath of the Antipaladin Spells[edit]

Paladin Level Spells
3rd Bane, Vicious Mockery
5th Darkness, Silence
9th Fear, Vampiric Touch
13th Blight, Greater Invisibility
17th Banishing Smite, Contagion


Channel Divinity[edit]

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.


  • Dreadful Aspect: as an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Charisma saving throw if it can see you. On a failed save, the target is Frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw against your Paladin DC to end the effect on it.


  • Invoke Agony: as an action, you present your holy symbol (usually your old symbol twisted into the shape of a demon who you have made oaths to), invoking your dark master's power to inflict misery. Choose a creature you can see within 60 feet. The creature makes a Wisdom saving throw against your Paladin DC. On a failure, the creature is prone for 1 minute due to the pain inflicted upon them. While prone because of this effect, the creature can't take reactions or bonus actions. At the beginning of each of its turns, the creature may repeat the saving throw. On a failure, the creature must remain prone. On a success, the creature can stand back up again, having been freed from this effect


Baleful Touch[edit]

Upon choosing this Oath at level 3, you can no longer use Lay on Hands on another creature. You can still use it on yourself, however. As an action you may attempt to touch a target and draw on the negative forces and cast Bestow curse. Using this action consumes 10 points from your pool. Also, damage dealt by your Divine Smite class feature is dealt as necrotic, not radiant.


Aura of Malice[edit]

Starting at 7th level, any creature allied to you within 10 feet of you and you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one antipaladin at a time. At 18th level, the range of this aura increases to 30 feet.


Dark Resistance[edit]

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.


Dread Lord[edit]

At 20th level, as an action you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in a deeper shadow.


Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.


After activating the aura, you can't do so again until your finish a long rest.


Ranger[edit]

137168.hq.jpg
"No human has conquered the deepcity. Good thing I'm not human!"

The duty of a ranger is to protect those who cannot protect themselves from the dangers of the wilds. However, there aren't many wilds to protect people from on the material plane. But, similarly to druids, the ranger finds his work beneath the city, rather than outside its walls. In the deepcity, there are lurking monsters and unknown poisons. Things like these all can pose a threat to civilization if they surface through the rare holes in the city where the deeper places meet the surface. Aggravated by the loud sounds, oppressive smells, and bright light, the monsters often go on enraged rampages. A deepcity ranger usually has a permanent base near one of the entryways, just below the streets. Occasionally, they will strike out on week long excursions to scout out areas of unusual events, or look for some of the rumored lost treasures of the deepcity.


Deepcity Vanguard[edit]

You live somewhere under the great city, defending the surface from the horrors under it.


Vanguard Magic[edit]

You have many spells at your disposal for protecting yourself and other unfortunate creatures that stumble into the darkness. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.



Ranger Level Spells
3rd sanctuary
5th warding bond
9th counterspell
13th resilient sphere
17th circle of power



Bonus Proficiencies[edit]

Starting at 3rd level, you gain proficiency in heavy armor and one additional ranger skill.



Defender's Resilience[edit]

Starting at 3rd level, whenever you finish a short or a long rest, you gain a pool of d6's equal to half your Ranger level (rounded up). These dice are called Resilience Die. When you take damage, you can spend any amount of dice from the pool to reduce the damage taken.



You can use your vitality to recharge this resilience. You can spend a hit die as a bonus action to regain 1 die. Your magical abilities also renew your resilience. Whenever you cast a Ranger spell of 1st-level or higher, you regain a number of dice equal to half the level of the spell, rounded up.



Bane of Darkness[edit]

You gain darkvision out to 30 feet in dim light and 15 feet in dark light, and resistance to poison damage. Additionally, you learn to navigate by sound. Whenever a creature produces audible sound, you learn its location. Also, you can make a fluorescent charge (20gp of material) that, when detonated, all creatures with darkvision range greater than 30 feet are blinded for 1d4 turns. You may tell creatures to avert their eyes before throwing it to negate the effects. You add your proficiency bonus to attacks against creatures that cannot see you.



Defensive Tactics[edit]

At 7th level, you learn additional skills for survival in the deepcity. You learn the following tactics:



Echolocation. You gain blindsight out to a distance of 60 feet.



Push. As a bonus action when you hit a creature with an attack, you can spend one resilience die to push the creature 10 feet back and knock it prone. You add the number rolled on the resilience die to the damage of your attack.



Wall Scaler. You gain a climbing speed equal to your walking speed, and may climb on surfaces parallel to the floor, having mastered the upside down buildings of the deepcity. You may attack creatures by dropping down from above them. You have advantage on this attack, and take only half fall damage.



Fast Recovery[edit]

Starting at 11th level, when you start your turn without your Defender's Resilience die, you regain one die.



Versatile Defense[edit]

At 15th level, when you reduce damage using your Defender's Resilience feature, you gain resistance to the damage type you have resisted until the start of your next turn, including against the triggering effect. If you reduce multiple types of damage, you reduce the damage type who dealt the highest amount of damage.


Rogue[edit]

Something stalks the dead of night, dressed in human skin.
kills like a snake, flies like a drake
from rooftop to rooftop.
The killer, by Edrik Ravenloft
thieves-guild-enforcer-art-crop.png
"Good night darling."
Mourder is a precious commodity in cinderstar, reserved for those with the money to buy it an the will to commit it. Rogues are fairly common, taking the form of a common thief, others are professionals. The cloak guild is a secret group of mercenaries, thieves, and killers who deal in blood and stolen goods. They have been run by a single mysterious being for the past 265 years, leading to speculation on their identity. Some claim it is a demon, others swear it must be an elf or some other long lived race. And some have gone so far as to claim the guild has no leader, and the commands are made up by some higher up who killed their leader. Either way, their leader has never shown their face to even the most powerful individuals in the guild.


Sorcerer[edit]

"Some mages claim their power by dedication and focus. This is an honorable way to gain power. Even those who buy it at least worked for their gold. But sorcerer? They just HAVE it, and those fools take it for granted."

89190.hq.jpg
A sorcerer invokes her bloodline magic.

Sorcerers are the bane of demons. They have fine command over the balance of power in an area, when suddenly, someone who had been walking around right under their noses this whole time suddenly gets magic. Though they have done their best to hunt down sorcerous bloodlines, every few years another sorcerer appears, seemingly out of nowhere. Additionally, a good amount of this is their own fault. The children of demons and other creatures will usually manifest power indefinitely into their future descendents, and demonic sorcerers are not necessarily bound to their demon ancestors. Warlocks often wear unusual outfits to display their unique abilities with pride. (think jojo outfits)

Infernal Scion[edit]

A Sorcerer, with blood of a devil flowing through you. Learning to control your powers and fire can become your best friend and most useful tool. Draw on the powers of your ancestors to control the fire within you.

Descendant of Hell[edit]

At 1st Level,you learn how to speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with Devils, your Proficiency Bonus is doubled if it applies to the check.

Fiery Adept[edit]

Starting from when you choose this subclass at 1st level, spells you cast ignore resistance to fire damage, and whenever you roll damage for a spell that deals fire damage, treat any 1 on a damage die as the highest value on the dice.

Secrets of Fire[edit]

Starting at 6th level, when you cast a spell that deals fire damage if you spent a 1st, 2nd or 3rd level spell slot you deal an additional 1d6 fire damage, if you spent a 4th or 5th level spell slot you deal an additional 1d8 fire damage, if you spent a 6th or 7th level spell slot you deal an additional 1d10 fire damage, if you spent a 8th or 9th level spell slot you deal an additional 1d12 fire damage.

Body of the devil[edit]

At 14th level, you grow two minor attributes of a devil. Choose two of the following options.

Devil's sight. You can see through normal and magical darkness up to a range of 120 feet.
Claw. Your hands turn into claws that you can use to make unarmed strikes, causing 1d6 slashing damage. You can use your Charisma, rather than your Strength for your attacks and damage rolls with the claw.
You can use your bonus action on your turn to attack with a claw.
Hellish visage. You have a strong will in battle. While you can see an enemy, you may instill a sensation of dread in them, causing them to see you as a towering and twisted demonic horror. it must make a wisdom check contested by your charisma check or become frightened of you until you can no longer see them.
Sting. You grow a stinger somewhere on your body. You can make an attack with your stinger as a bonus action each turn. You are proficient with your stinger, it has a range of 5 feet, and can attack only one target. A target must succeed on a Constitution saving throw of DC equal to your spell save DC, if a target fails it takes 3d4 poison damage.
Hellish Rejuvenation. When you are reduced to 0 or less hit points and not killed you return to life at the start of your next turn with 1d12 hit points. Once you benefit from this feature, you can't do it again until you finish a long rest.
Imp wings. You gain the ability to sprout a pair of small Imp Wings from your back, gaining a flying speed equal to half your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.
You can’t manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Devil's Song[edit]

Beginning at 18th level, you can channel the dread presence of your Devil Ancestor, causing those around you to become controlled by you. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of command to a distance of 60 feet. For 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), each Hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or you can speak a one-word command directed at that creature that you can see. The target follows the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it. The DM determines how the target behaves. If the target can't follow your command, the effect ends.


Warlock[edit]

"I invoke the power of the lord of the pit, eater of souls, killer of all things holy: Z̶̸̵̷̷̵̵̵̵̴̵̷̶̴̷̷̵̸̷̴̵̵̴̷̸̵̡̨̫̭̳̯̬͆̈́̈́̄̇̓̎͋̅̃͑̃̒͘̕͠è̴̶̴̶̴̸̵̴̸̵̴̴̶̷̴̵̶̷̸̵̷̴̴̶̸̸̶̶̢͍̤̳̪̪̹̯͉͍̦̅͌̿̽̒͐͛͛͂͐̆̊͊d̷̷̶̸̸̴̷̸̷̸̷̸̸̷̸̸̸̸̴̵̶̷̶̸̶̷̷̸̶̴̡̥̘͈̘͍͙̯̰͈̝̍̓̆̏̾͒̄̍̊͐̈́̊̆͘͝͝ŕ̷̵̶̷̵̶̶̸̵̸̵̷̸̸̴̷̸̵̵̴̵̵̴̴̶̷̵͓̰͇͈͍̲̹̜͍̝̘̗̹̹͚͖̟̔̍̆́̎̅x̴̶̸̴̵̴̷̵̴̶̶̶̴̸̴̸̶̶̴̨̡̯̲͕͕̘̳̲̪̞̻͌̈́͂͋į̷̶̴̸̴̷̸̷̵̸̷̶̷̴̷̸̸̵̷̵̷̸̵̶̴̸̵̶̡̨̡̡̳̳̮͍̮̳̣̰͕̦̻̍̉̉̉̈́́͘̚ͅd̴̵̷̴̴̸̴̵̸̷̶̶̷̸̵̷̷̴̸̵̶̵̸̶̵̶̴̴̴̵̴̴̸̶̛̛̛̩͙̯̜̫͓͓̙̪̞̭̮̘̿̇͋̅̀͌̔̓͗͐͜͜͝ͅͅỉ̶̶̴̵̴̷̴̴̴̸̵̸̸̸̶̶̷̶̴̷̷̷̸̶̶̵̵̸̷̵̵̵̴̸̩͈͙͔̹͓̭̠̳̼̙͇͍͉̎̃͑̓̈́̀͐̂̈́́̒͗̅͠͝ͅş̶̶̸̵̶̸̸̵̴̵̸̶̸̵̴̸̷̶̵̷̵̶̷̷̷̶̴̵̴̷̴̶̢̨̣͙̗̫̜͍̣͕̬̖̠̫̄̑̌̄͑͗̃͊̂̎̚͝͠ͅ"

1066_riteknife.jpg
"Rejoce! You have been deemed worthy to be killed in the name of all hell. I absolve you of your virtues."

The warlock is a tormented soul, having pledged their life to a powerful being that has on respect for them. They are often no better than slaves. Due to the general hatred towards demons, most are hesitant to make pacts with them, knowing they treat warlocks as nothing more than powerful slaves. More common pacts are the pact of the celestial, the great old one, the hexblade, or the fey. Fey offer generous deals for those who will help them expand their forest dwellings. However there are some madmen who seem to believe that the demons need them as servants. They see their fall from grace as a form of enlightenment. These fanatic cultists are overseers of the manglin rituals used to draw on evil powers, and sometimes serve as mediators between demons and their lower servants.


Pact of the fiend, variant[edit]

Unholy Secrets[edit]

You have advantage on persuasion checks made against friends, but disadvantage on saving throws against both celestials and friends.



Devilish Curses[edit]

When you choose this subclass at 2nd level, as well as whenever you gain another class feature, choose 1:



Hedgewitch Curse: Whenever you cast a necromancy spell, you gain temporary hit points equal to your spellcasting modifier, and you may have the target lose that many hit points. (this does not affect constructs or undead. If a creature would die of this effect, you gain x2 hit points instead. You may only use this curse once per day. Additionally, you may turn the corpse or bones of the target into an undead servant for the next hour if they were killed. Starting at 5th level, these undead recover 1d6 hit points each round when within 15 feet of you, and remain animated for 2 hours.



Voodoo Curse As part of a short or long rest, you may create a grim recreation of a creature you have seen from materials you can access. As long as the likeness exists, the target has disadvantage on saving throws against your spells, and you know their general direction as long as you are on the same plane of existence as them. Starting at 5th level, you may also (for the same price and time as adding a spell to your spellbook) create a pin with the name of a spell you know inscribed on it and stab it into the doll. This creates the spell effect on the target. You may only use one of these pins per day, or 3 starting at 5th level.



Banshees Curse Once per day, as an action, you may become a spectral phantasm. This form lasts until you lose concentration, or for one hour. While in this form, you can see into the ethereal plane, and move through corporeal objects like they were difficult terrain. you take 1d10 force damage if you stop inside an object. All damage from your attacks and spells becomes necrotic and is halved, as is all damage from other creatures to you. Finally, starting at 5th level, you can attempt to possess a humanoid within 5 feet of you. they must make a dc10 plus you spellcasting modifier charisma saving throw or become possessed. If they succeed, you lose concentration. You retain your mental ability scores and alignment. If they die or you lose concentration, you are returned to your physical form and they are freed.



Dread Master[edit]

at 15th level, you have learned the secrets of dark creation wielded by the most sinister of beings. Choose one:



Heartstone Ritual Over the course of a ritual that takes seven days and seven nights, 1 pound of ground obsidian, and one human heart, you can create a black stone resembling a human heart. This stone can cure any disease or curse for thirty days and thirty nights, at which point the disease or curse returns. Then the Heartstone is destroyed and you must wait seven days and seven nights to repeat the process. Additionally, you may destroy the heartstone to cast reincarnate on a creature, returning it back to life as a fiend with challenge rating equal to or less than their level when they died they keep their personality, wisdom, charisma, and intelligence, and must make charisma saving throw equal to the charisma of the demon they are being reincarnated as or lose their alignment.



Scorn Pole This artifact takes one day and one night plus a skull of any creature to create. It is a long wooden pole, sharpened and topped with a skull. Then the name of a creature type (EG: Monstrosity) is inscribed on it. Whenever a creature of that type dies within one mile of the pole, it arises at midnight as a zombie, and obeys your commands until slain or until next midnight. If the pole is destroyed, you cannot make one for one night and one day.



Charm Oil This substance is a sweet smelling oil that takes three days and three nights plus 100 gp of scented oil to create. When applied to a humanoid, a humanoid who comes within 5 feet of the creature is instantly charmed for the next hour. The oil works for 12 hours before it wears off. Charmed creatures are not aware they have been charmed. After it wears off, you cannot craft another for three days and three nights.



Riteknife Over the course of 2 days and 2 nights, using a knife with a gemstone costing 666gp and one pint of blood, you may create a knife that deals damage equal to your warlock level plus the amount of charge on it on a hit. When you kill a creature, it gains charge equal to that creature's challenge rating minus 1. By expending an amount of charge equal to the challenge rating of a demon or devil, you may summon it to do one task for you. if the knife is destroyed, you cannot make a new one for 2 days and 2 nights.

Wizard[edit]

Sefris-of-the-Hidden-Ways-Illustration-by-Ryan-Pancoast-1024x762.jpg
A wizard in the astral plane.
The wizards; the elite of the elite, the highest of the high. Admitted to an arcane academy at a young age, wizards are taught the closely guarded secrets of arcane power kept by the demon of forbidden knowledge. Only once they have proven their complete loyalty, sworn into secrecy, and shown outstanding magical power, a wizard's mind is stripped bare of their past and all their emotions, their family is killed, and they are given the most coveted object in cinderstar: the spellbook. With a vast reservoir of arcane power stored in their staff that they keep with them at all times, unbeatable arcane knowledge, and often several lesser demons under their command, these wizards are naught but unstoppable. They serve as the high judges, as their emotionless minds give them a natural inclination to objective truth. In extreme situations, these wizards are called upon to deal with threats like angels or other wizards. It is nearly unheard of for anyone outside these arcane academies to have magic however, so this second threat is rare. If a wizard's spellbook is lost, the wizard is given one week to find it before they are executed and the demons take matters into their own hands. All spellbooks have a tracking spell on them that allows a wizard or demon to know the book's location at all times. If a spellbook if found by a member of you party, prepare to fight an archmage or a demon, because someone WILL come find you.