You are on page 1of 7

CORE CLASS OPTIONS

NEW OPTIONS FOR THE CLERIC, FIGHTER,


ROGUE AND WIZARD CLASSES


A Player’s Supplement

by bugbearstew@gmail.com




DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 1
Core Class Options
This Player’s Supplement offers new options for the Channel Divinity: Frighten Creatures
four “core” character classes: Cleric, Fighter, Rogue Starting at 6th level, you can use your Channel
and Wizard. Two new options are presented for each Divinity to frighten creatures. As an action, you
class. present your holy symbol and invoke the name of
your deity. A number of creatures equal to your cleric
Cleric level that can see you and are within 30 feet of you
must make a Wisdom saving throw. If the creature
For the Cleric, two new Divine Domains are fails its saving throw, it drops whatever it is holding
introduced: the Beauty Domain and the Disease and is frightened by you until the end of your next
Domain. turn. While frightened, a creature must take the
Dash action and move away from you by the safest
Beauty Domain available route on each of its turns, unless there is
nowhere to move.
Gods of beauty promote the ideals of beauty, song,
poetry, art, music and dance. Many clerics of a god of
beauty are charismatic individuals with some type of
Potent Spellcasting
artistic skill that they wish to share with those around Starting at 8th level, you add your Wisdom modifier
them. Others are vain, aloof followers that feel other, to the damage you deal with any cleric cantrip.
less talented individuals are meant to be dominated
and used to their own ends.

Beauty Domain Spells
Cleric Level Spells
1st charm person, disguise self
3rd detect thoughts, suggestion
5th fear, hypnotic pattern
7th banishment, polymorph
9th dominate person, geas

Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.

Beauty’s Grace Beauty Incarnate
Also at 1st level, you also become proficient in one of Starting at 17th level, you can use your action to
the following skills: Deception, Intimidation, transform into a divine being of beauty. This
Performance and Persuasion. Your proficiency bonus transformation lasts for 1 minute. Creatures that
is doubled for any ability check you make that uses target you with an attack or harmful spell must
that skill. You also gain proficiency in one type of succeed a Wisdom saving throw. On a failed save, the
artisan’s tools or musical instrument. creature must chose a new target or lose the attack or
spell. If you attack a creature that has failed its save, it
Channel Divinity: Charm Humanoids may make a new saving throw on its turn. Once you
Starting at 2nd level, you can use your Channel use this feature, you can’t use it again until you finish
Divinity to charm humanoids. As an action, you a short or long rest.
present your holy symbol and invoke the name of
your deity. A number of humanoids equal to your Disease Domain
cleric level that can see you and are within 30 feet of
you must make a Wisdom saving throw. If the The gods of disease can both promote and protect
humanoid fails its saving throw, it is charmed by you against diseases, poisons and sickness of all kinds.
until the end of your next turn. Most clerics of these gods tend towards evil, though
some may view disease as a natural part of life.


Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 2
Disease Domain Spells you can cause the attack to deal an extra 1d8 poison
Cleric Level Spells damage to the target. When you reach 14th level, the
1st detect poison and disease, ray of sickness extra damage increases to 2d8.
3rd protection from poison, ray of enfeeblement
5th feign death, stinking cloud Walking Pestilence
7th black tentacles, blight
At 17th level, you can create a cloud of disease that
9th contagion, cloudkill
afflicts your enemies. As an action, you present your
holy symbol to create a cloud of disease that
Bonus Cantrip surrounds you. Select a number of creatures up to
When you chose this domain at 1st level, you gain the your Wisdom modifier (a minimum of one) that are
poison spray cantrip if you don’t already know it. within 10 feet of you and that you can see. These
creatures are affected as if they were hit by the
contagion spell.
Disciple of Pestilence
Also at 1st level, you can rebuke attackers with
pestilence. When a creature within 5 feet of you that
you can see hits you with an attack, you can use your
Fighter
For the Fighter, two new Martial Archetypes are
reaction to cause the creature to make a Constitution
introduced: the Beast Blood Warrior and Pit Fighter.
saving throw. The creature takes 2d8 poison damage

on a failed saving throw, and half as much damage on
a successful one. You can use this feature a number of Beast Blood Warrior
times equal to your Wisdom modifier (a minimum of In some regions there are mighty fighters that hail
once). You regain all expended uses when you finish a
from ancient lines of warriors whose blood is tainted
long rest. by the wild beast. Whether it be the wolf, bear, or
boar, these warriors are known for their cunning
Channel Divinity: Resist Infirmity and ferocity.
Starting at 2nd level, you can use your Channel
Divinity to resist poison, disease or other conditions. Shape of the Beast
As an action, you can cast the lesser restoration spell Starting at 3rd level, you select a beast whose blood
on a target within 30 feet of you that you can see. taints you: a brown bear, dire wolf or giant boar.
Once selected, this type may not be changed.

You can use a bonus action to magically assume the
shape of your chosen beast. You can use this feature
twice. You regain expended uses when you finish a
short or long rest.

You can stay in a beast shape for a number of hours
equal to half your fighter level (rounded down). You
then revert to your normal form unless you expend
another use of this feature. You can revert to your
normal form earlier by using a bonus action on your
turn. You automatically revert if you fall
Disciple of Poison unconscious, drop to 0 hit points, or die. While you
Starting at 6th level, you can use your Channel Divinity are transformed, the following rules apply:
to further envenom your spells and abilities. When
you roll poison damage, you can use your Channel • Your game statistics are replaced by the
Divinity to deal maximum damage instead of rolling. statistics of the beast, but you retain your
alignment, personality, and Intelligence,
Divine Strike Wisdom, and Charisma scores. You also
At 8th level, you gain the ability to infuse your retain all of your skill and saving throw
weapon strikes with poison. Once on each of your proficiencies, in addition to gaining those of
turns when you hit a creature with a weapon attack, the creature. If the creature has the same

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 3
proficiency as you and the bonus in its stat wearing armor, your AC equals 12 + your Dexterity
block is higher than yours, use the modifier.
creature’s bonus instead of yours.
• When you transform, you assume the Dire Wolf: You gain advantage on Wisdom
beast’s hit points and Hit Dice. When you (Perception) checks that rely on hearing or smell.
revert to your normal form, you return to Additionally, your skin toughens like wolf hide.
the number of hit points you had before you When you aren’t wearing armor, your AC equals 11
transformed. However, if you revert as a + your Dexterity modifier.
result of dropping to 0 hit points, any excess
damage carries over to your normal form. Giant Boar: Your skin toughens like boar hide.
For example, if you take 10 damage in When you aren’t wearing armor, your AC equals 13
animal form and have only 1 hit point left, + your Dexterity modifier.
you revert and take 9 damage. As long as the
excess damage doesn’t reduce your normal
form to 0 hit points, you aren’t knocked
unconscious.
• You can’t cast spells, and your ability to
speak or take any action that requires hands
is limited to the capabilities of your beast
form. Transforming doesn’t break your
concentration on a spell you’ve already cast,
however, or prevent you from taking actions
that are part of a spell, such as conjure
animals, that you’ve already cast.
• You retain the benefit of any features from
your class, race, or other source and can use
them if the new form is physically capable of
doing so. However, you can’t use any of your
special senses, such as darkvision, unless
your new form also has that sense.
• You choose whether your equipment falls to

the ground in your space, merges into your

new form, or is worn by it. Worn equipment
functions as normal, but the GM decides Primal Strike
whether it is practical for the new form to Starting at 7th level, your attacks in beast form count
wear a piece of equipment, based on the as magical for the purpose of overcoming resistance
creature’s shape and size. Your equipment and immunity to nonmagical attacks and damage.
doesn’t change size or shape to match the
new form, and any equipment that the new Strength of the Beast
form can’t wear must either fall to the Starting at 10th level, your beast blood further
ground or merge with it. Equipment that strengthens you based upon your taint.
merges with the form has no effect until you
leave the form. Brown Bear: Your hit point maximum increases by
10 and increases by 1 again whenever you gain a
Taint of the Beast level in this class.
At 3rd level, your beast blood manifests as
extrasensory abilities and/or toughness, based upon Dire Wolf: You have advantage on an attack roll
which beast you are tainted by. against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
Brown Bear: You gain advantage on Wisdom incapacitated.
(Perception) checks that rely on smell. Additionally,
your skin toughens like bear hide. When you aren’t Giant Boar: When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 4
instead. You can’t use this feature again until you Crushing Pin
finish a short or long rest. Starting at 10th level, you can use your Dirty Fighter
ability when you grapple a creature (Attack action).
Movement of the Beast
Starting at 15th level, your beast blood allows you to Weapons of the Pit
move in accordance with your taint. Starting at 15th level, when you make a melee attack
using a one-handed weapon and not using a shield,
Brown Bear: You gain a climb speed of 30 feet. you can use a bonus action to attack with a net or a
whip.
Dire Wolf: Your speed increases by 10 feet.

Bloodied by the Pit
Giant Boar: You can take the Dash action as a bonus
Starting at 18th level, you can use your action to
action.
make a melee attack against any number of

creatures within 5 feet of you, with a separate attack
Beast Calling roll for each target.
Starting at 18th level, you can cast the conjure
animals spell once and regain the ability to do so
when you finish a short or long rest. Wisdom is your
spellcasting ability for this spell. You can only
conjure animals that are in accordance with your
beast blood taint, as listed below. You can cast this
spell while transformed into your beast form.

Brown Bear: You can summon 4 black bears or 2
brown bears.

Dire Wolf: You can summon 8 wolves or 2 dire
wolves.

Giant Boar: You can summon 8 boars or 1 giant
boar.

Pit Fighter
The Pit Fighter excels in close quarters combat – by
any means. Whether it is biting, punching, or kicking,
the Pit Fighter is trained to place unarmed strikes
where they hurt most – combined with a punishing
melee weapon attack.

Dirty Fighter
Starting at 3rd level, you gain the ability to use
unarmed strikes to bloody your foes in combat. Rogue
When you make a melee attack, you can use a bonus For the Rogue, two new Roguish Archetypes are
action to make an unarmed strike that deals 1d4 introduced: the Ruffian and the Scout.
bludgeoning damage against a creature within 5 feet
of you. You use your Strength modifier for the attack
and damage rolls. This damage increases to 1d6 at
Brigand
7th level, 1d8 at 15th level and 1d10 at 18th level. Brigands are thugs and ruffians, brutal rogues that
prefer intimidation over subterfuge. Brigands excel
Bull Rush at using a wider variety weapons and armor than
Starting at 7th level, you can use your Dirty Fighter most rogues, and their mere presence can cause
ability when you shove a creature (Attack action). their enemies to quake in fear.

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 5
Martial Training Light Feet
Starting at 3rd level, you gain proficiency in the Starting at 13th level, you are unaffected by magical
following martial weapons: battleaxe, morningstar, and nonmagical difficult terrain.
scimitar and whip. You also gain proficiency in
medium armor and shields.

Brutal Sneak Attack
When you chose this archetype at 3rd level, you can
use any one-handed melee weapon you are
proficient in that deals slashing or piercing damage
to make a sneak attack.

Menacing Presence
Starting at 9th level, you have advantage on all
Charisma (Intimidate) checks.

Advanced Martial Training
Starting at 13th level, you gain proficiency in the
following martial weapons: glaive, greatsword,
halberd, and pike. You also gain proficiency in heavy
armor.
Supreme Scout
Starting at 17th level, your Blindsense ability has a
range of 30 feet (instead of 10 feet). Furthermore,
Devastating Sneak Attack you can spend 5 feet of movement to automatically
Starting at 17th level, you can use any melee weapon escape from magical and nonmagical restraints.
you are proficient in that deals slashing or piercing
damage to make a sneak attack.
Wizard
Scout For the Wizard, two new Arcane Traditions are
introduced: the Animancer and the Thaumaturgist.
Scouts are masters at movement. They have an

uncanny ability to travel quickly over any terrain,
running down weaker enemies and outrunning Animancer
stronger ones. They also have sharp eyes and ears, Masters at animating objects and constructs,
often detecting threats long before others. Animancers weave their mystical powers into
Quick Feet weapons, armor and other mundane items to create
Starting at 3rd level, your speed increases by 10 feet deadly companions. The objects they create are
while you are not wearing armor or wearing only mindlessly loyal to the Animancer, following the
light armor and not wielding a shield. This bonus letter (if not always the spirit) of every command.
increases to 15 feet at 9th level, 20 feet at 13th level Animator
and 25 feet at 17th level. Beginning when you select this tradition at 2nd level,
you gain the ability to animate an object that obeys
Ranged Specialist your orders. The procedure to animate an object
When you chose this archetype at 3rd level, you gain takes 8 hours and requires and 50 gp worth of fine
proficiency in the heavy crossbow and longbow. metals, cloth, and other materials that make up the
object to be animated. The following objects may be
Keen Eyes and Ears animated, based upon your Wizard level:
Starting at 9th level, you have advantage on all
Wisdom (Perception) checks.

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 6
Animancer Animated Objects Enhanced Familiar
Wizard Level Animated Object Beginning when you select this tradition at 2nd level,
2nd flying sword you can summon more powerful familiars when you
6th animated armor cast the find familiar spell. At 2nd level, you can
10th rug of smothering summon a mephit (any) or pseudodragon. At 10th
14th helmed horror level, you can summon an imp, faerie dragon
(young) or quasit. Unlike normal familiars, enhanced
As an action, you can mentally command your familiars can take the attack action on their turn.
animated object if it is within 100 feet of you. You
decide what action the animated object will take and Planer Speech
where it will move during its next turn, or you can Beginning at 2nd level, you gain two of the following
issue a general command, such as to guard a languages: abyssal, draconic, infernal or primordial.
particular chamber or corridor. If you issue no
commands or it is beyond 100 feet of you, the
animated object only defends itself against hostile
Binder
creatures. Once given an order, the animated object Starting at 6th level, you learn the magic circle spell
continues to follow it until its task is complete. if you don’t already know it. Furthermore, the range
of the spell increases from 10 feet to 20 feet.
When the animated object drops to 0 hit points, it
collapses broken and must be repaired to be Bind Elementals
animated again. This process takes 4 hours and Starting at 10th level, you learn the conjure minor
consumes 25 gp worth of materials. You may only elementals and conjure elemental spell if you don’t
have one animated object under your control at a already know it. Furthermore, the duration of the
time. both spells increases from 1 hour to 2 hours.

Mender Greater Binding
Beginning at 2nd level, you gain the mending cantrip Starting at 14th level, you can use the conjure
as a bonus cantrip. This cantrip does not count elemental spell to conjure a fiend whose challenge
against the total number of cantrips you know. rating is 5 or less.

Enhanced Animated Object
Starting at 6th level, the attacks from your animated
object count as magical for the purpose of
overcoming damage resistance.

Quick Directions
Starting at 10th level, you can mentally command
your animated object with a bonus action.

Constructor
Starting at 14th level, the time and gold piece cost to
create a golem using a manual of golems is halved.

Thaumaturgist
Binder of fiends and elementals, Thaumaturgists
know the secret methods to summon and control
other worldly beings. Often ostracized,
Thaumaturgist find company in their familiars, who
whisper secrets of hidden powers to their masters.

Not for resale. Permission granted to print or photocopy this document for personal use only. CORE CLASS OPTIONS 7

You might also like