Introduction In this mystical grimoire, you will embark on an extraordinary journey through the shadows of Dungeons & Dragons 5th Edition, where magic intertwines seamlessly with the darkest realms of fantasy. Each subclass strives not only deliver thrilling gameplay experiences but also unfold into rich character narratives. Each entry seamlessly integrates mechanics with evocative storytelling, ensuring that players can seamlessly step into the shoes of these arcane avatars. Moreover, “The Grizzly Tome” contents try to achieve these flavours and mechanics while maintaining a pursuit of balance, with every subclass designed to conform as closely as possible to the rules-as-written (RAW) principles of Dungeons & Dragons 5th Edition. Delve deep into the abyss of mysticism as “The Grizzly Tome” beckons you to explore a new dimension of Dungeons & Dragons subclasses that will alter and enhance the way you experience magic and the arcane. Will you dare to unshackle the dark secrets within its pages and forge a path to unparalleled power and knowledge? Table Of Contents The Grizzly Tome [version 1.0] Artificer Specialization: The Gunsmith Bardic College: College of the Mesmer Cleric Domain: Seduction Domain Ranger Archetype: Shaman Sorcererous Origin: Dark Harvest Otherworldly Patron: The Machine Otherworldly Patron: The Seer Wizard Tradition: Celeritician Art Credits Special Thanks Many of the subclasses developed in these pages are not simply the work and efforts of myself, but of a dedicated, engaged and supportive team of keen and likeminded brewers. We all seek to imagine, create and subsequently balance subclasses to be as close to RAW 5e balancing as possible, to retain a sense of the game integrity, and save DM’s a whole lot of headache. To the team of brewers at Enter Ravenloft, a big thank you, and a special thanks to both @Benubu and @Ricapath for their consistent involvement and tolerance of me for several years. 4 6 10 12 14 16 18 Aurore Folny Boosoohoo Zhihui Su Property of ArenaNet/NCSoft (Guild Wars 2) Toni Muntean WLOP Amber Ye Gavin Wynford Pixmilk Stephen Garret Rusk Anna Krasova Filipe Pagliuso Aurore Folny Arya A. Zachky7Avenged Federico Bebber Cover Art: Page 2: Page 3: Page 4: Page 5: Page 6: Page 7: Page 8: Page 9: Page 10: Page 11: Page 12: Page 13: Page 14: Page 15: Page 16: Fan Content Policy The Grizzly Tome is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. 2 2 The Gunsmith An Artificer Specialty Arcane Magazine Gunsmiths are a very specific and niche branch of artificers which focuses on harnessing the powers of the arcane to imbue their gunpowder using creations with various potent and unique effects, further enhancing the potential of these futuristic weapons. As part of adopting this specialization at 3rd level, you craft a bandolier with specialty loops and hooks to carry your tools and ammunition for your weapons. Your Arcane Magazine includes compartments to house the alchemical powders, lead shot, and other materials needed to keep your weapons functioning. Each of the Arcane Magazine’s compartments connects to an extradimensional space that allows the bandolier to hold ammunition up to 5 times your artificer level while never weighing more than 2 pounds. Your Arcane Magazine magically reloads any firearm you are holding, allowing you to ignore any Loading or Reloading properties on those weapons, as well as not requiring a free hand to handle the ammunition. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Gunsmith Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Gunsmith Spells Paladin Level 3rd 5th 9th 13th 17th Spells hail of thorns, hunter’s mark earthbind, misty step conjure barrage, lightning arrow death ward, fire shield destructive wave, mislead Pistolero Starting at 3rd level, whenever you take the attack action with a firearm you can use a bonus action to attack with a light firearm you are holding. 3 Ballistic Charges Starting at 5th level, you begin experimenting with imbuing your magic into the very deadly pieces of ammunition you use against your enemies. Once per turn, when you hit a creature with an attack using a firearm, you can choose to magically charge the ammunition. The attack deals the base weapon damage, and you may choose one of the following effects to apply, for which the DC is equal to your Artificer spell DC. Hollowpoint Ammunition - On a failed Dexterity save, the targeted creature has disadvantage on attack rolls until the start of your next turn. Shrapnel Ammunition - the target and any creature within 10ft of it must make a Dexterity Saving Throw. A creature that fails the save takes 2d6 magical piercing damage, or half as much on a successful save. Corrosive Ammunition - the creature is doused in corrosive liquid. At the start of each of its turns it takes 1d6 acid damage. The acid dries after 1 minute, or can be wiped off as an action. You may infuse ammunition in this way up to a maximum number of times equal to your proficiency bonus per long rest. As an action, you can refuel spent charges by expending a spell slot for each charge, up to your maximum allowable. Quickdraw Starting at 9th level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier, and whenever you attack someone who hasn’t acted in combat yet, you can roll an additional weapon die for that attack. Madenning Charges At 15th level your Ballistic Charges now deal an additional 2d6 force damage on a hit, and your effect options expand: Enfeebling Ammunition - On a failed Constitution save, the creature can’t take reactions until the start of its next turn, and on its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Muddling Ammunition - On a failed Intelligence save, the creature rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration until the start of your next turn. Concussive Ammunition - the creature makes a Strength saving throw. On a failed save it is knocked prone its movement is reduced to 0 until the start of your next turn. 4 College of the Mesmer The Mesmer, a captivating blend of melee prowess and illusion magic that strikes fear and confusion in even the most stalwart foes. Masters of deception, mesmers excel in bewitching their foes through beguiling illusions to sow chaos and doubt. Their melee strikes are enigmatic dances, leaving enemies disoriented and entranced as the Mesmer weaves a symphony of chaos on the battlefield. Mind Games Beginning at 3rd level you gain proficiency in deception and gain the Friends cantrip. This cantrip does not count towards your spells known, and when it is used, a creature is unaware they have been affected by it. Fractal Image Also at 3rd level as a bonus action, you can expend a bardic inspiration die to magically manifest fractal images of yourself in unoccupied space you can see within 10 feet of you. The images are magical, identical replicas of you and are impossible to tell apart from you, and ocupy their spaces. They are creatures with a speed of 0, 1 hit point and immunity to all conditions but share your AC and Saving Throw bonuses. Inspiration Roll 2 4 6 (max for 1d6) 8 (max for 1d8) 10 (max for 1d10) 12 (max for 1d12) Images Created 1 2 3 4 5 6 Each time a creature targets you with an attack while more than one image is active, they must must roll at random to determine which target to attack. A creature is unaffected by this feature if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Images last for 10 minutes, until destroyed, or you use this feature again. You can choose to dismiss images at any time as a bonus action. The images are mirrors of your movement and actions and act in perfect unison with you. When an image is adjacent an enemy within your reach, your melee attacks have advantage against them. On your turn, you can mentally command any images to reposition themselves within the 10ft radius around you (no action required). Art by Guild Wars 2 Official 5 Second time’s a charm Starting at 6th level you can attack a second time as a bonus action when you have one active imagine in range, which originates from an active image’s space. Return to source At 6th level you can use your reaction to destroy any number of active images and recouperate some of the magic invested in their creation. For each destroyed image, you receive a bonus of +2 to either: An ability check. An attack roll. A saving throw. Your AC. The effects of this bonus are immediate, and apply specifically to the attack for which you react to. Your eyes betray you At 14th level you can use your bonus action to dodge. While dodging, if an attack misses you and one of your images is within reach of the attacker, you can use your reaction to have each of your active images make an attack of opportunity against it, furthering the confusion of which target is real. Each attack is rolled separately, and on a hit the damage dealt is force damage equal to half your bard level. 6 Seduction Domain Clerics who walk this path are different from their more devout cousins. They worship beings such as Dionysus, Hedone, & Sharess. They may even worship more neutral beings, such as powerful Fey of mischief and excess, or Gods of lust and seduction. They may be more chaotic in alignment, but a cleric of a seduction domain may act out of good, believing that all good creatures deserve to live in harmony - a state where revelry, song and excess can prosper. Channel Divinity: Domain Spells Radiant Charm Cleric Level 1st 3rd 5th 7th 9th Spells charm person, command enthrall, calm emotions fast friends, enemies abound compulsion, dominate beast dominate person, modify memory Honeyed Words When you choose this domain at 1st level, you learn the friends cantrip, which doesn’t count towards the number of cleric cantrips you know. You can cast this as a bonus action and creatures affected by the spell are unaware they have been subject to its effects. Disarming Appeal Also at 1st level, you gain the ability to hamper your enemies with blessed charm. When a creature within 30ft of you that you can see targets you with an attack, you can use your reaction to attempt to beguile it. The Attacker must make a wisdom saving throw. On a failed save the triggering attack misses, and the attacker cannot target you again until the end of your next turn. An attacker that can’t be charmed is immune to this feature. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Starting at 2nd level, you can use your channel divinity to have your charming presence radiate from your body onto those around you. As an action you project an aura of enthralling captivation. Each creature of your choice in a 15-foot radius centered on you must succeed on a Wisdom saving throw or take 2d10 radiant damage and is stunned until the end of its next turn. On a successful save, it only takes half damage and isn’t stunned. A creature immune to the charmed condition has advantage on this saving throw. Insightful Assessment At 6th level, your deity grants you the uncanny ability to read those around you. You grain proficiency in the insight skill, if you are already proficient, your proficiency bonus is doubled. Furthermore, as a reaction you can make a contested Wisdom (Insight) check against a creature’s Charisma (Deception) to make astute examinations of your enemies, determining if they are capable or resisting, or entirely ignoring the charmed condition. Furthermore, you gain immunity to the charmed condition. Art by WLOP 7 Way with Words Also at 6th level, you gain the ability to strengthen your divine magic using nothing but your words to weaken your enemies’ resolve. When you use your Disarming Appeal and Radiant Charm class features against a creature that can hear you and shares a language with you, you can make your choice of a Charisma (Persuasion) or Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you win the contest, the target has disadvantage on their saving throw against the triggering class feature. You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Legendary Intoxication Starting at 17th level, your way with words has reached the peak of power. Even creatures with the most astute constitution cannot resist your guile, causing all your charm effects to ignore charm immunity. When you cast a spell such as suggestion that normally imposes limitations that a creature cannot harm themselves, you can ignore these restrictions, forcing a creature to do any action they can perform as long as it does not result in their immediate death. 8 Shaman T he Shaman stalks though thick mists, a large leather satchel slung from their shoulder that struggles to contain the moss, bracken, lengths of charcoal, sticks of incense, feathers, and vials of blood. Not all creatures are granted passage when they die, often these spirits track down those who can perceive them so that they might find peace or carry out vengeful actions. Through ritual and sacrifice, the Shaman acts as the sword of the spirits, dispensing justice and appeasing the damned. Ritualist Shamanistic Magic 3rd-level Shaman feature 3rd-level Shaman feature Beginning at 3rd level, the Shaman learns to be a master of ceremony. Ritual Spells You may add any two spells with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of Ranger spells you have prepared. These spells can only be cast as rituals. You can select one more ritual at 7th, 11th, and 15th level. In addition, when you learn a new ritual spell through this feature, you can replace one ritual you learned from this feature with another ritual of the same level. Ritual Weapon Whenever you finish a long rest, you can anoint up to two simple or martial weapons that you are proficient with and that lack the heavy property. When you attack with those weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. From 6th level attacks made with Ritual Weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. You learn additional spells of 1st level or higher when you reach certain levels as show in the Shaman Spells table below. These spells are ranger spells for you and do not count against your spells known. Shaman Spells Level 3rd 5th 9th 13th 17th Spell Inflict Wounds Misty Step Spirit Shroud Blight Speak With Dead Spirit Touched Your growing connection to the spirit realm manifests itself in physical transformations. Each time you gain a new ability from this subclass a new transformation of occurs. d6 1 2 3 4 5 6 Appearance Your eyes become black inky pools. Your shadow often moves of its own accord. Candles and small flames appear dim in your presence. Your bare feet leave scorch marks on the earth. The tips of your fingers are scorched black. You always bare the faint aroma of smoke. 9 Throw Curse Imposing Presence 3rd-level Shaman feature The spirits begin to burst forth from your physical form, and and you constantly emanate an aura of death while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. When you are hit by an attack, you can use your reaction to force a creature of your choice within your aura’s radius to make a Wisdom saving throw. On a failed save, it must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. You can use this feature a number of times equal to twice your proficiency bonus, and you regain all expended uses when you finish a long rest. At 15th level, the range of this aura increases to 30 feet. You mark a creature within 60 ft. of you with a blood curse for one minute. As a bonus action you cut your own skin and suffer 1d4 slashing damage which cannot be reduced in any way. The target makes a Wisdom saving throw and on a failed save suffers the following effects: The creature has disadvantage on any attack roll against creatures other than you. When you hit a cursed creature with your ritual weapon, you can deal necrotic damage instead of the weapons normal damage type. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spirit Armor 7th-Level Shaman feature The spirits embolden you, enhancing your physical and mental defenses. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. You have advantage on saving throws against being charmed or frightened. 10 11th-Level Shaman feature Exorcist 15th-Level Shaman feature Your knowledge of the soul and connection to the spirit realm allows you to splice a creature’s soul from its body before its time. Choose a creature within 60 ft. of you and begin your ritual. The ritual requires the target to fail three consecutive Wisdom saving throws, during which time you enter a trance-like state to maintain concentration. On each of your subsequent turns you use your action to force the target to make its next saving throw, your speed becomes 0, and you can’t benefit from any bonus to your speed. Should the Shaman loose concentration they are shaken from their trance and their movement returns. Should they wish to resume the exorcism they must expend another use of Exorcist and start the saves again. On a failed save, the creature takes 3d8 psychic damage and has disadvantage on their next save, inching one step closer to severance. Once the creature fails three consecutive saves (critical failures counts as two failed saves) you detach its soul from its physical form, which falls unconscious. Once severed, the spectral form of the creature floats harmlessly in the air above its body and continues to make Wisdom saving throws at the end of each of its turns to return to its body. You awaken from your trance and no longer need to use your action each turn to force the saving throw but you must continue to maintain concentration on the ritual to keep its spirit severed. At the end of each of its turns while severed, the creature suffers 6d8 psychic damage. A creature reduced to 0 hp by this psychic damages dies and their soul is forever trapped in purgatory, bound to the Shaman. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Dark Harvest Origin Origins of the dark harvest push sorcerers to a fanatical focus on the boundaries between life and death, harnessing the life-force that flows through all creatures and manipulating it to their benefit. Where life is missing, Dark Harvest Sorcerers fabricate it… Expanded Spell List You learn additional spells when you reach certain levels in this class, as shown on Dark Harvest Expanded Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Dark Harvest Expanded Spells Spell Level 1st 2nd 3rd 4th 5th Spells Bane, Ray of sickness Blindness/Deafness. Wither and bloom Fear, Summon undead Blight, Shadow of moil Antilife shell, Raise dead Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an enchantment spell from the sorcerer, warlock, or wizard spell list. Pool of Pestilence At 1st level you begin to secure control over the essence of life, allowing you to give or take it from friend and foe alike. You internalise a necromantic Pool of Pestilence using the magic of your own vitality. The pool’s maximum value is equal to your Sorcerer level × 5. Whenever you deal necrotic damage to a hostile creature, you can instead choose to deal only half the damage with the other half restoring an equal of pestilence points, up to your pool’s maximum value. Life Siphon As an action, you can siphon your own hit points to a willing creature you touch, up to the maximum amount remaining in your Pool of Pestilence. You can also siphon a number of hit points from a willing creature, applying the healing to yourself. Either method then reduces you pool by an equal amount of hitpoints transferred. The pool resets to is maximum points after a long rest. Hit points transferred this way can not cause a creature go beyond their maximum amount of hit points. The damage taken from the transfer cannot be reduced in any way. You can use this feature a number of times equal to your charisma modifier. When you finish a long rest, you regain all expended uses. 11 Raise Hell Starting at 6th level your necrotic powers blossom. You gain resistance to necrotic damage, and you have advantage on saving throws against being frightened. You now have the power to siphon your life force into more than just the living. You can rearrange the bones and flesh (if any remains) of a corpse you touch, reconstructing its form as a horrific homunculus, which remains under your control until it dies, or the next dawn. The raised creature must be a beast that adheres to the limitations listed in the table below, and can be flavoured how you see fit, while keeping within the beasts mechanics. You focus for 1 minute (as though concentrating on a spell) and spend 3 sorcery points to magically summon an Undead Minion, during which time you must be in physical contact with the corpse. Upon creation the creature’s current and maximum health becomes equal to your Sorcerer level + proficiency bonus, doubled. Though the creature retains the proficiencies and any abilities it had in life, is now Undead, and gains immunity to poison damage. Sorceror Level 6th 10th 14th 18th Thrall Summoned CR1/2, Large CR1, Large CR2, Huge CR3, Huge While the Undead Minion is within 1 mile of you, you can communicate with it telepathically. At will, you can command any Undead Minion under your control to return to you, even if it is further than 1 mile away from you. Your Undead Minion acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. If you summon a new Undead Minion, the old one is reduced to 0 hit points. An Undead Minion that drops to 0 hit points instantly crumbles to dust, otherwise it lasts until the next dawn at which point it loses its infused life and falls into a pile of melted flesh and scorched bone. Unconsecrated Ground At 14th level, you slice through the veil that hangs between you and the realm of death, awakening new necromantic powers. In the process of this harrowing transformation one hand (of your choice) loses its flesh and muscle, leaving nothing but bone. Your corrupted hand can now be used as an arcane focus. Additionally, a 15ft necrotic aura seeps from your feet at all times while conscious, it softly scorches raw earth as you walk on it and smells faintly of brimstone. Any hostile creature within the aura that has immunity to necrotic damage now has resistance, and any creature with resistance to necrotic looses it. When you are hit with an attack by a creature within the aura you can use your reaction to force a constitution saving throw against your spell DC. On a failed save the creature cannot take any reactions until the start of its next turn, and you can expend up to 10 points from your Pool of Pestilence to rip health from the creature and transfer it to your own hitpoint total. Using this feature cannot take you above your hit point maximum. Furthermore, if an ally is within range of the aura you can use your Life Siphon feature on them without physically touching them. Deathless Master At 18th level, the pure negative energy flowing through you gives you the power to animate more thralls. Through the same process used in the Raise Hell feature, Dark Harvest Sorcerer can expend an additional 6 sorcery points to summon a second thrall, and a further 9 for a third. When you do so, your hit point maximum is reduced by 20 points per thrall for the duration, as part of your essence is transferred to fortify the new minions, providing 20 additional hit points to the base calculations. The Machine deus ex machina Your patron is a powerful construct, an unliving being of indomitable will and single-minded purpose. Expanded Spell List The Machine 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. The Machine Expanded Spells Spell Level 1st 2nd 3rd 4th 5th Spells Grease, Identify Blur, Heat Metal Ashardalon’s Stride, Haste Fabricate, Summon Construct Animate Objects, Temporal Shunt Eldritch Infection You can use your action to attempt to infect a creature within 30 feet of you with eldritch machinery, supplanting its will with your own. The creature must make a Constitution saving throw against your warlock spell save DC, doing so with disadvantage if it is a construct. On a successful save, it suffers no effect, and you cannot use this feature on it again until you finish a long rest. On a failed save, it takes psychic damage equal to 1d10 + your warlock level and becomes infected for one minute. While infected, the target’s body is partially transmuted into Eldritch nano machinery. The infected target has its movement speed halved and has disadvantage on saving throws against any warlock spell you cast. As an action, you can force an infected target to make another Constitution saving throw. On a failed save, the target can’t take reactions until the start of your next turn, and you can issue the target a one word command (as described in the command spell), which it is compelled to follow on its next turn. If an infected target makes three successful saving throws against being commanded, the infection ends. The infection can also be ended early by any magic that cures disease. You can successfully infect a creature with this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mechanised Mind Your patron has taught you to guard your mind with the discipline of a machine. When you make an Intelligence or Wisdom ability check or saving throw, as a reaction you can gain a bonus to that check or saving throw. This bonus equals half your Warlock level rounded down (minimum of 1). You can use this ability after seeing the initial roll but before any of the roll’s results occur. You can’t use this feature again until you finish a long rest. Advanced Assimilation Starting at 6th level, you can expend a use of your Eldritch Infection feature as an action to infect a huge or smaller mechanised object that isn’t being worn or carried. When you do, it makes no saving throw and immediately becomes infected until you finish a long rest. While it is infected, you can use a bonus action on each of your turns to issue it a simple task. This could include instructing a watch to tick backwards, an engine to accelerate to full speed, or a portcullis to slam shut. The object attempts to perform and maintain the chosen task until the infection ends, or until you issue it another task. 13 Organic Integration From level 10, your bodily augmentation has reached a point at which you are more machine than not. You become immune to any spell or effect that would alter your form, you no longer require sleep and magic can’t put you to sleep, and you gain resistance to Psychic and Poison damage. Furthermore, as an action you can channel your machine Patron for 1 minute, bolstering your physicality with their constructed gifts. For the duration you are treated as a Construct for the purposes of spells, you have resistance to bludgeoning, piercing, and slashing damage. As a reaction to an attack, you can increase your AC by 2 against that attack, when you do this your movement speed is halved until the end of your next turn. You can dismiss this effect as a bonus action, and you can’t use this feature again until you finish a short or long rest. Eldritch Thrall At 14th level, when a creature fails three saving throws against being commanded by a single use of your Eldritch Infection feature, you can choose to have the infection last indefinitely, until it is cured by Greater Restoration or Heal. While suffering from an indefinite infection, the creature’s type changes to construct if it isn’t one already. Its Intelligence and Charisma scores become 4 if they are higher, and it loses any ability to cast spells or make use of magic abilities and items. It also loses any Legendary or Lair actions it previously had access to. A creature infected indefinitely in this manner is friendly to you. As a bonus action on each of your turns, you can issue the creature a simple task, which it does its best to pursue until it is cured of the infection, or until you issue another task. If the task is unclear or you issue it none, it stands in place and awaits instruction. If you subject a new creature to this effect, the previously affected creature is cured of its infection. A creature is immune to this effect if its challenge rating is greater than half your warlock level (rounded up). Machine Warlock Quirks D6 Quirks 1 You find it difficult to read or convey subtle emotion. 2 You always blink at regular intervals. 3 Your movements are always methodical and deliberate unless you make an extra effort to appear natural. 4 Your face appears unnervingly perfect, similar to a porcelain mask. 5 Everything must be ordered, everything must be in place. That book should be in the shelf, that mop should be next to the bucket… 6 You bleed a mixture of blood and oil. Art by Ben Nicholas The Seer Patron The mist falls heavy and thick around the Crone’s hut, and from the trees small creatures can hear the screams as a would be devotee to the powerful seer carves their own eyes from the sockets, and offering for sight of a new kind. A patron that quietly watches the pulling and tugging of the strings of fate on all those around them… Whose motivations and plans are often impossible to fully understand until they reach their conclusion, as they play chess with the world around you, on a dimension you cannot see nor comprehend. Expanded Spell List The Seer 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. Seer Expanded Spells Spell Level 1st 2nd 3rd 4th 5th Spells Faerie fire, Gift of alacrity Augury. Detect thoughts Clairvoyance, Nondetection Arcane eye, Locate creature Contagion, Hallow I was blind, but now i see 1st level Seer feature As your first act of service to your patron, you offer up your eyes. Gouging your eyes from their sockets, and serving them in a silvered brazier to be consumed. In relinquishing your physical vision, your ability to perceive the unseen is heightened. Soul Sight In sacrificing your sight you see what no others can. You are blind, and see only the traces of environmental features as faint white lines in the blackness. Any creature (excluding constructs) that you would normally see within 60ft now glow in soft white flames. This effect extends to invisible creatures, and creatures within the border ethereal when they are within 30ft. The Blinded condition has no effect on you, however if you are Deafened, you are also considered Blinded. Spells and effects that allow you to sense creatures or magical auras through other means allow you to see and target as if you had sight. As you gain levels in this class, the range increases to 80ft/40ft at 6th level, 100ft/50ft at 12th level, and 120ft/60ft by 18th level. 15 Runecasting 6th level Seer feature Your ability to read and subsequently strum the threads of fate becomes more refined. You gain a pool of magically etched runes made of ancient bone equal to your proficiency bonus, these runes glow bright white in the darkness for you, and act as d4s. As a bonus action you target a creature you can see within 60ft of you and toss a number of available runes in the air. As a reaction within the next minute, you can subtract the combined result from one of the creature’s attack roll or saving throws. You must choose to do so before the roll is made. Runes that are tossed but not applied within 1 minute are wasted. This die size increases to d6 at 12th level, and d8 at 18th level. Your pool of runes replenishes when you finish a short or long rest. Let me show you 10th level Seer Feature You peel back the veil, exposing a creature to the overlapping realities that are around them. The Seer touches one creature, forcing it to make a wisdom save. On a failed save, a creature takes 8d8 psychic damage and Is stunned until the end of the Seer’s next turn. On a successful save the creature takes half as much damage and is not stunned. You can use this feature a number of times equal to your proficiency bonus per long rest. Soul Illumination 14th level Seer Feature Your insight into the threads of fate reach their pinnacle. As an action, you can toss 4 runes to force one target within 60ft to make a wisdom save, the total amount setting the save DC. On a failed save you learn the target’s true name, their role in a significant, formative event from their past (that may be secret), and details of a person that causes them significant worry or concern. Furthermore, for the next 10 minutes the target who fails their save has disadvantage on checks against your persuasion, intimidation, and deception rolls. If a target successful saves against this feature they are immune to its effects for 1 year. Celeritician sa - ‘ler - a - tee ; rapidity of motion or action, haste. Celeriticians manipulate the laws of oscillation and velocity to influence the threads that hold the universe together. With the flick of a wrist, they can enhance environments and bolster their allies, or weaponize them and ravage the physical abilities of those who oppose them. Spatial Sync 2nd-level Celeritician feature A specialist understanding of universal laws of motion and force grant the Celeritician access to the Dunamancy spell list. Furthermore, your knowledge of such subjects allows you to step slightly outside the borders of these laws, increasing your speed and agility. While not wearing armor your movement speed increases by 10 ft. and your movement is unaffected by difficult terrain. Disambiguation 2nd-level Celeritician feature You increase the vibrations of the atoms in the ground beneath a creature’s feet. Within an instant, a solid surface turns into a sticky, dense liquid. As a bonus action, you can force a creature within 5 ft. of you to make a Dexterity saving throw. On a failed save the creature’s movement speed is reduced to 0, it is grappled and it cannot take reactions until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extraneous Variable 6th-level Celeritician feature You feel the oscillation of atoms around you allowing your reflexes to shift the environment before others have a chance to react. As a reaction, you can help or hinder another creature you can see within 60 ft. of you. Help - You compel a creature’s body and awareness to react quickly. Targeting a creature that has already expended its reaction, you enable it to take one additional reaction before the start of its next turn. Hinder - You drain the intertia from another creatures motion. Targeting a creature when it uses a reaction, you render theirs useless. You may use this feature a number of times equal to your intelligence modifier, and you regain all expended uses of it when you finish a long rest. 17 Structural Recalibration 10th-level Celeritician feature Starting at 10th level, you’ve learnt to infuse your spells with magic that recalibrates the resonant frequency of a creature’s physical form. Once per turn, when you target a creature or creatures with a spell of 1st level or higher, you can choose a number of those creatures equal to half your wizard level rounded down to apply one of the following effects. A creature may not be affected by more than one instance of Structural Recalibration at a time and the effect lasts until the start of your next turn. Defence You expand or contract the negative space in the makeup of a creature’s armor, adjusting its defenses. The creatures AC is enhanced or reduced by 2. Speed You manipulate the transfer of chemical energy into kinetic energy on an atomic level in the muscles of a creature, adjusting its physical speed. Its speed is either doubled or halved rounded down. Effectivness You increase the polarity between the protons and electrons that make up a creature’s being, drastically affecting its ability to withstand physical and mental effects. The creature adds or subtracts 1d4 from the next saving throw it makes within the next 1 minute. You can use this feature a number of times equal to half your wizard level rounded down, and you regain all expended uses of it when you finish a long rest. Atomic Dissociation 14th-level Celeritician feature You learn to manipulate and eliminate the bonds that hold molecules together in a 20-foot-radius sphere centered on a point within 120 ft. of you that you can see. This feature lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell) and when you use this feature, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save the creature is unable to maintain its form and begins physically unravelling. It must spend two hit dice and take force damage equal to the total rolled. Furthermore, it has disadvantage on attack rolls and saving throws until the beginning of its next turn. For each subsequent turn a creature suffers this damage the number of hit die it expends increase by one, if a creature runs out of hit dice, it dies. Any objects within the space that are not being worn or carried begin to disintegrate, taking 2d10 force damage for each round it remains in the area. A magic item is unaffected by this spell.