Dungeon Master Class Guides
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The six custom classes for the Dungeon Master game, meant for players to refer to when running a game.
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- #1Jester Class Guide
Enabled · Selective · Before character · Order 100 · 100%
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Jester (Rogue Offshoot) Class Guide:
Hit Dice: 1d8
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies: Disguise kit, one type of musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Equipment:
Leather armor Two daggers Disguise kit Thieves' tools An instrument of the bard's choice
Special Abilities:[ Mocking Banter: Frequency: Can be used as a bonus action. Mechanics: Distracts and disorients an enemy with insults and jests, imposing disadvantage on their next attack roll.
Hilarious Escapade: Frequency: Once per short rest. Mechanics: Perform a ridiculous series of dodges and flourishes, increasing evasion and granting temporary invisibility for one round.
Pie of Doom: Frequency: Once per short rest. Mechanics: Throw a cursed pie at an enemy as an attack action. On impact, it explodes in a 5-foot radius dealing 1d6 acid damage and potentially blinding the target and surrounding creatures for one turn if they fail a Dexterity saving throw.
Twist of Fate: Frequency: Random chance upon activation, once per long rest. Mechanics: As an action, reach into the unpredictable pockets of fate. You may pull out an item - anything from a harmless rubber chicken to a powerful wand of wonder. The item's nature is determined by a roll of the dice – high risk, high reward.
Slick Escape: Frequency: Once per short rest. Mechanics: As a bonus action, create a 10-foot-square area that is difficult terrain. Enemies entering or starting their turn in this area must succeed on a Dexterity saving throw or fall prone.
Pratfall Pounce: Frequency: Twice per long rest. Mechanics: When an enemy within 5 feet is made to laugh by the Jester's antics or fails a save against a Jester's ability, the Jester may use their reaction to make one melee attack against that enemy with advantage.
Bewildering Banter: Frequency: Usable twice per long rest. Mechanics: The Jester spouts a barrage of befuddling words at a creature within 30 feet. The target must succeed on an Intelligence saving throw or spend its next turn taking random actions, as determined by a d6 roll.
Ribbon Dance: Frequency: Once per short rest. Mechanics: A flurry of ribbons erupts from the Jester's sleeves, reaching up to 15 feet away. Enemies within the area must make a Dexterity saving throw or become restrained by the animated ribbons for 1 minute. They can attempt a Strength or Dexterity saving throw at the end of each of their turns to escape the ribbons' grasp.
Seltzer Squall: Frequency: Once per short rest. Mechanics: A geyser of seltzer water bursts under a creature within 60 feet. The target, along with any creatures within a 10-foot radius, must make a Constitution saving throw. On a failed save, they are knocked prone and incapacitated with laughter for 1 round. On a success, they are simply drenched and have disadvantage on their next attack roll due to the slippery suds.
Guffaw Gust: Frequency: Can be used as an action, once per long rest. Mechanics: Releases a powerful laugh in a 30-foot cone. Enemies within range must succeed on a Strength saving throw or be pushed back up to 15 feet, knocked prone, and become inflicted with uncontrollable laughter, rendering them incapacitated for one round.
Bumper Bubble: Frequency: Can be used as a reaction when hit by an attack, once per long rest. Mechanics: Forms a bubble around the Jester that lasts for 1 round. The next melee attack against them is reflected back onto the attacker with the same force. After the attack, the bubble bursts in a splash of colors, causing all creatures within 10 feet to make a Wisdom saving throw or fall prone in fits of laughter.
Whoopee Whirlwind: Frequency: Can be used as an action, once per long rest. Mechanics: Creates a cyclone in a 20-foot radius around the Jester. Allies caught in the whirlwind are hurled up to 30 feet away, safely landing on their feet and gaining a bonus action due to the exhilarating ride. Enemies must make a Dexterity saving throw or be thrown an equal distance in random directions and land prone, taking 1d6 bludgeoning damage as they crash to the ground.]
- #2Spellblade Class Guide
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Spellblade Class Guide
Hit Dice: 1d10
Armor Proficiencies: Light armor, medium armor.
Weapons Proficiencies: Simple weapons, martial weapons.
Tool Proficiencies: None
Saving Throws: Strength, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation.
Equipment:
A martial weapon of choice Leather armor An arcane focus Class Features:
Spellcasting: Can cast wizard spells as well as spellblade specific spells. Spell slots correspond with wizards.
Spell Combat: Can perform a melee weapon attack as a bonus action after casting a spell.
Improved Spell Combat: Gains ability to cast spells that normally require two hands with one hand when wielding a melee weapon.
Note: Spellblades cannot use shields, as it interferes with their spell combat techniques.
Cantrips:[ Greenflame Blade: As part of the action used to cast this spell, you make a melee attack with a weapon against one creature within the spell's range. If the attack hits, the target suffers the weapon attack's normal effects, and green fire envelops the blade. This inferno leaps to a second creature of your choice that you can see within 5 feet of it. First Target Damage: 1d8 slashing + 1d6 fire damage. Secondary Target Damage: 1d4 fire + Strength modifier damage.
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.]
Level 1 spells:[Steel Tempest: The Spellblade channels their arcane energy into a sweeping gust that hones their weapon's edge. For the next minute, their blade attacks deal an extra 1d6 slashing damage, and once per turn, the Spellblade can extend their reach by 5 feet for one attack.
Arcane Aegis: The Spellblade casts a quick spell that wraps them in a protective sheath of shimmering energy. For the next minute, they gain a +1 bonus to AC, and the first time they are hit by an attack, the aggressor takes 1d8 force damage.]
Level 2 spells:[ Stunning Shockwave: The Spellblade slams their weapon into the ground, emitting a forceful arcane burst in a 15-foot radius. Creatures must succeed on a Constitution saving throw or be stunned for 1 round.
Elemental Snare: Conjures a trap imbued with elemental magic on the ground. The next creature to step on the snare triggers it, taking 2d8 damage of the chosen element (fire, ice, or lightning) and is restrained for 1 round.
Arcane Barrier: Frequency: Can be used as an action, once per long rest. Mechanics: Encircles the Spellblade with a ward that reduces incoming spell damage by 50% and grants advantage on saving throws against spells and other magical effects for one round.]
Level 3 spells:[ Frostbind Edge: Enchants the Spellblade's weapon with frost. On a successful hit, deals an additional 1d6 cold damage and the target must succeed on a Constitution saving throw or have their speed reduced by 10 feet until the end of their next turn.
Lightning Lash: Conjures a whip of lightning that can strike a creature within 30 feet. Make a ranged spell attack against the target. On a hit, the creature takes 4d6 lightning damage, and any creature within 5 feet of the target must make a Dexterity saving throw or take 2d6 lightning damage.
Crippling Hex: Targets an enemy within sight, cursing them with debilitating pain. The target must make a Wisdom saving throw or be crippled, suffering disadvantage on all attack rolls, ability checks, and saving throws related to physical activity for 1 minute.
Armor of the Arcanist: Frequency: Once per long rest. Mechanics: When this spell is cast, roll a d6 to determine the armor's bonus effect for the next 10 minutes:
- Light - Attacks have a 25% chance to blind enemies for 1 turn.
- Shadow - Grants the ability to vanish into shadows once, becoming hidden from view.
- Wildgrowth - Armor has a 50% chance to heal the Spellblade for 1d4 HP when taking damage.
- Wind - Enables the Spellblade to fly up to 100 feet once.
- Stone - Increases AC by 2 and gives resistance to one damage type determined by a d4 roll (1: Fire, 2: Cold, 3: Lightning, 4: Acid).
- Arcane - Spell save DC and spell attack rolls are increased by 2.]
Level 4 spells:[ Arc Lightning: Mechanics: Releases a bolt of lightning that strikes a target within range for 4d10 lightning damage. The bolt then jumps to up to three additional targets within 10 feet of the first, each taking 2d10 lightning damage.
Frost Aegis: Mechanics: Conjures an icy barrier that envelops the Spellblade. Whenever a creature hits the Spellblade with a melee attack while this shield is active, they must make a Constitution saving throw or be frozen in place, becoming restrained for 1 round.
Now, what about something that turns the tides of a fight or gives our Spellblade an edge?
Bladestorm: Mechanics: Summons 2 ethereal swords that circle the Spellblade for 1 minute. These swords lash out at any enemy that comes within 10 feet, dealing 1d8 slashing damage.
And let's not forget a proper showstopper. How about a spell that really leaves an impression?
Echoes of the Void: Mechanics: The Spellblade sends out a silent pulse in a 20-foot radius. Enemies caught in the pulse must make an Intelligence saving throw or lose the ability to speak and cast spells with verbal components for 10 minutes.]
Level 5 spells:[ Whirlwind of Steel: Mechanics: Grants the Spellblade 4 consecutive melee weapon attacks on a single action.
Arcane Armor: Mechanics: Increases the Spellblade's AC by 5 for the next minute.
Blinding Nova: Mechanics: Emits a burst of light in a 30-foot radius. Creatures must succeed on a Constitution saving throw or be blinded for 1 minute.
Temporal Riposte: Mechanics: When the Spellblade is hit by an attack, they can use their reaction to momentarily rewind time and negate the attack, effectively causing the attack to miss.]
Level 6 spells:[ Skyward Surge: Mechanics: The Spellblade can fly up to 100 feet in any direction as part of their movement.
Shadowstep Assault: Mechanics: The Spellblade teleports up to 30 feet to an unoccupied space they can see and makes a melee attack with advantage. If the attack hits, it deals triple damage.
Arcane Vortex: Mechanics: The Spellblade creates a swirling vortex of magical energy in a 20-foot radius. Enemies caught within must make a Strength saving throw or be pulled towards the center, taking 6d6 force damage and being restrained until the vortex dissipates after 1 round.]
Level 7 spells:[ Blade Mirror: Mechanics: When cast, the Spellblade reflects 50% of all melee attack damage back to the attacker for the duration of 1 minute.
Boulder of the Inferno: Mechanics: The Spellblade summons a large molten boulder that they can direct in a straight line up to 60 feet. Any enemy in its path must make a Dexterity saving throw or take 6d10 fire damage and be knocked prone from the impact.
Gravity Well: Mechanics: Creates a point of intense gravitational pull within a 30-foot radius. Enemies must make a Strength saving throw or be pulled towards the center, taking 2d8 bludgeoning damage as they collide and are held immobile for the spell's duration.]
Level 8 spells:[ Blizzard Bastion: Mechanics: Engulfs a 60-foot radius with a ferocious blizzard for 1 minute. Creatures take 6d8 cold damage each round and must make a Strength saving throw or have their speed reduced to 0 until the storm ends.
Inferno Wave: Mechanics: Unleashes a scorching wave of fire in a 100-foot line that is 20 feet wide. Creatures caught in the path must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one.
Surge of Might: Mechanics: The Spellblade's strength, dexterity, constitution, intelligence, wisdom, and charisma scores all increase by 10 for the duration of 1 minute.]
Level 9 spells:[ Invulnerability: Mechanics: The caster becomes immune to all damage and effects for the next two rounds of combat or 12 seconds.
Obliteration Orb: Mechanics: Summons an orb of pure destructive force that can be directed to explode on a point within sight, dealing 10d10 force damage to all within a 40-foot radius and hurling targets up to 100 feet.
Rise of the Titan: Mechanics: Transforms the caster into a titanic version of themselves, multiplying their size and strength tenfold, also causing their weapons and armor to grow proportionally. This transformation lasts for 1 minute.]
Special Abilities:[ Arcane Combatant: Frequency: When you cast a cantrip. Mechanics: Perform a special melee attack as a bonus action. The melee attack deals an extra 1d8 damage of the cantrip's damage type.
Blade Bond: Frequency: Any time when you don't have your weapon. Mechanics: Bond with one weapon at a time; can summon it to your hand as long as it's on the same plane of existence.
War Magic: Passive Ability: After casting a spell, the Spellblade gains a +2 bonus to AC until the start of their next turn.
Empower Armor: Frequency: Twice per long rest. Mechanics: Imbues the Spellblade's armor with protective runes, granting a +3 bonus to AC and immunity to being critically hit for the next minute.
Spellflect: Frequency: Can be activated as a reaction when hit by an attack, once per long rest. Mechanics: Channels a spell back at the attacker. If hit by a spell, the Spellblade can attempt an Intelligence saving throw against the caster's spell save DC. On success, the attacker takes half the damage they dealt.
Blade Burst: Frequency: Can be used as an action, once per long rest. Mechanics: The Spellblade releases a surge of magical energy that deals 3d6 force damage to all enemies within a 15-foot radius. Any enemy hit by the surge has a 50% chance to be knocked prone.
Bloodrend: Frequency: Can be used as an action, twice per long rest. Mechanics: Empowers a single weapon strike to potentially sever a limb. If the target is a creature of size Large or smaller and takes more than 25 damage from the attack, roll a d6. On a 5 or 6, the creature loses a limb of the Spellblade's choice.
Static Charge: Frequency: Passive ability. Mechanics: Each time the Spellblade strikes a single target with a melee attack, they add an additional 2 lightning damage. This is cumulative until they attack a different target, then it resets.
Spell Leech: Frequency: Passive ability. Mechanics: Enemies within melee range have their spell resistance weakened, reducing their saving throw against the Spellblade's spells by 2.
Arcane Amplification: Frequency: Passive ability. Mechanics: Every successful spell cast by the Spellblade that deals damage increases their melee damage by 2, stacking up to 5 times and resetting after a minute or if no spells are cast within that duration. ]
Cantrips:[ Greenflame Blade: As part of the action used to cast this spell, you make a melee attack with a weapon against one creature within the spell's range. If the attack hits, the target suffers the weapon attack's normal effects, and green fire envelops the blade. This inferno leaps to a second creature of your choice that you can see within 5 feet of it. First Target Damage: 1d8 slashing + 1d6 fire damage. Secondary Target Damage: 1d4 fire + Strength modifier damage.
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.]
- #3Juggernaut Class Guide
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Juggernaut Class Guide
Hit Dice: 1d12
Armor Proficiencies: Light, Medium, Heavy, Shields
Weapons Proficiencies: Simple weapons, Martial weapons. Special: Firbolgs may treat two-handed weapons as one-handed due to their impressive stature.
Tool Proficiencies: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Survival, Perception
Equipment:
A martial weapon Scale mail or other armor as per Juggernaut specification An explorer's pack A tower shield for defense and territorial control in combat
Defensive Stance: Increase AC temporarily, making them a bulwark against attacks. Siege Breaker: Can deal extra damage to structures and shields.
Special Abilities:[ Ironclad Resistance: Frequency: Passive ability. Mechanics: Reduces all non-magical bludgeoning, piercing, and slashing damage by half, turning what would be flesh wounds into mere scratches.
Bulwark's Stand: Frequency: Once per long rest. Mechanics: The Juggernaut slams their tower shield into the ground, creating a defensive perimeter. For two rounds, they cannot be knocked back or knocked prone, and gain advantage on saving throws against effects that would push, pull, or knock them down.
Crushing Advance: Frequency: Once per long rest. Mechanics: As an action, the Juggernaut can move up to twice their speed in a straight line. Any creature in their path must make a Strength saving throw or be knocked prone and take 2d6 + Strength modifier bludgeoning damage.
Unyielding Onslaught: Frequency: Twice per long rest. Mechanics: The Juggernaut can make one additional attack as part of their Attack action on their turn. This extra attack stacks with any other bonus attacks they may have.
Fortify Form: Frequency: Can be used as a bonus action, twice per long rest. Mechanics: The Juggernaut's skin turns nearly to stone for the next minute, granting them a +3 bonus to AC. However, their movement speed is reduced by 10 feet due to the increased density.
Reckless Recovery: Frequency: Usable once per long rest. Mechanics: The Juggernaut roars defiantly, instantly regaining 3d10 + Constitution modifier hit points. For the next round, all attacks against the Juggernaut are made with advantage as they ignore defense to focus on their recovery.
Shockwave Slam: Frequency: Can be used as an action, once per long rest. Mechanics: The Juggernaut slams their weapon into the ground, creating a 15-foot radius shockwave. All enemies within range must make a Constitution saving throw or be stunned for 1 round and take 2d8 thunder damage as the ground trembles beneath their feet.
Spiked Counter: Frequency: Passive ability. Mechanics: When hit by a melee attack, the Juggernaut automatically deals 1d8 piercing damage back to the attacker as metal spikes protrude from their armor.
Hurl Enemy: Frequency: Twice per long rest. Mechanics: As an action, the Juggernaut can attempt to grapple a creature. On success, they hurl the creature up to 20 feet away into a space occupied by another enemy. Both take 2d10 bludgeoning damage and must succeed on a Dexterity saving throw or be knocked prone.
Rend Asunder: Frequency: Once per long rest. Mechanics: As an action, target one non-boss enemy within reach with HP equal to or less than 50% of their max HP. The enemy must make a Constitution saving throw. On a failure, the Juggernaut literally tears them apart, causing instant death. On success, they take 6d6 slashing damage instead.]
- #4Necromancer Class Guide
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Necromancer Class Guide
Hit Dice: 1d8 per Necromancer level
Armor Proficiencies: Light armor
Weapons Proficiencies: Daggers, staves, wands
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Medicine, Religion, Survival
Equipment:
A staff or wand (as arcane focus) A grimoire with necromantic inscriptions A set of common clothes A pouch containing 15 gp Features:
Spell Slots: Based on level:[ Level 1: Cantrips: At will. 1st-Level Spell Slots: 2
Level 2: Cantrips: At will. 1st-Level Spell Slots: 3
Level 3: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 2
Level 4: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3
Level 5: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 1
Level 6: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2
Level 7: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2 4th-Level Spell Slots: 1]
DM will determine spell slots from here.
Cantrips:[ Chill Touch: A ghostly, skeletal hand appears at a point within range, delivering a touch of death. The target takes 1d8 necrotic damage and can't regain hit points until the start of the necromancer's next turn.
Ray of Sickness: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. If the hit occurs, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.]
1st Level Spells:[ Fear: You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
Ray of Enfeeblement: A black beam of enervating energy springs from your finger toward a creature within range. On a hit, the target deals only half damage with weapon attacks that use Strength for the duration.
Drain Life: Drains life essence from a target, dealing 1d8 necrotic damage and healing the caster by the same amount.
Grasp of the Grave: Spectral hands claw up from the ground, attempting to clutch at a creature's feet. Target must make a Strength saving throw or be immobilized, taking 1d6 necrotic damage each turn until they pass the save.]
2nd Level Spells:[ Blindness/Deafness: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened for the duration.
Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.]
Decay: Targets one creature within range, causing their flesh to wither. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage and suffer a -1 penalty to their AC due to decaying flesh. This effect can stack up to three times.
Soul Leash: The necromancer binds a soul to their will. A target creature that has died within the last round can be brought back to fight alongside the necromancer for 1 minute. It follows basic commands and has the stats of a zombie.]
3rd Level Spells:[ Raise Thrall: Animates one dead creature as a thrall under the necromancer's control, enhancing its strength and granting it +2 to its attack rolls and saving throws. Lasts 1d4+2 rounds.
Aura of Enervation: Creates a 20-foot-radius aura around the necromancer. Enemies within the aura must make a Constitution saving throw or suffer a -2 penalty to AC and attack rolls for up to 1 minute.
Withering Decay: Inflicts a target within range with a wasting disease that deals 1d4 necrotic damage per round for 3 rounds, increasing by 1d4 per caster level.
Grave Fog: Engulfs a 30-foot radius in a thick fog that smells of death and decay. All living creatures other than the caster are poisoned and take 1d8 poison damage per turn. Each turn they remain in the AOE, the damage increases by 1d8 as they inhale more of the putrid miasma.]
4th Level Spells:[ Siphon Storm: Drains life from all living creatures in a 30-foot radius, each taking 2d8 necrotic damage and the caster gaining temporary hit points equal to the total damage dealt.
Blood Oath: Sacrifices any amount of the caster's hit points to heal an ally for double the amount sacrificed.
Boneguard: Conjures a swirling shield of animated bones around the caster for 1d4 rounds. Grants +3 to AC and automatically retaliates with bone shards, dealing 1d8 piercing damage to any who make a successful melee attack against the caster.
Necrotic Nexus: Creates a focal point of dark energy that pulses at a spot the Necromancer can see within 100 feet for 2 rounds. Allies in a 20-foot radius of the nexus gain a +2 bonus to their necrotic damage rolls, while enemies take 2d8 necrotic damage each turn they remain in the area.]
5th Level Spells:[ Minion's Gift: Any undead minion created by the necromancer can sacrifice its own unlife to heal the necromancer. The minion crumbles to dust, restoring 3d10 hit points to the caster.
Terror Wave: Releases a wave of terror in a 40-foot radius. Living creatures must make a Wisdom saving throw or be struck with intense fear, dropping whatever they're holding and becoming paralyzed with terror for 1 minute.
Corpse Golem: The necromancer can animate a golem made from 4 to 10 corpses. The golem's hit points and damage increase by 10% for each additional corpse beyond the fourth.
Essence Drain: Siphons life force from all creatures in a 30-foot radius. Each target takes 2d8 necrotic damage, increased by 1d8 for each level above the fifth the caster possesses. The necromancer regains hit points equal to half the total damage dealt.]
6th Level Spells:[ Death Whisper: Targets one creature within sight. If the creature has 100 hit points or fewer, it must succeed on a Constitution saving throw or die instantly and rise as an undead servant under the necromancer's control.
Corpse Explosion: Causes a corpse or undead minion within range to detonate, dealing 5d8 necrotic damage to all creatures within 6 feet. If other minions are killed by this explosion, they too explode, each dealing an additional 3d8 necrotic damage in a chain reaction.
Bone Prison: Encases a target within a tight cage of jagged bones that erupt from the ground, causing 3d10 piercing damage immediately and on the following turn.
Mass Reanimate: Reanimates up to 5 corpses for 2 hours to fight for the caster. This does not count towards other summoning limits.]
7th Level Spells:[ Soul Rend: Tears at the very essence of life within a single target, causing excruciating pain. If the target has a soul and fails a Wisdom saving throw, it takes 7d10 necrotic damage, and the necromancer can choose to either heal for that amount or direct it as raw damage to another nearby creature.
Spectral Vortex: Summons a swirling mass of tormented spirits in a 30-foot radius. These spirits lash out at any living creature that enters or starts its turn within, dealing 3d8 psychic damage and attempting to pull them toward the center, requiring a Strength saving throw to resist.
Eclipse Armor: Encases the necromancer in a shadowy exoskeleton for up to 10 minutes, providing immunity to radiant and fire damage and advantage on stealth and intimidation checks.
Grave's Whimsy: Unleashes the capricious will of death itself over a 40-foot radius. Allies gain a burst of necrotic power, causing their weapons to deal an extra 2d6 necrotic damage for 1 minute, while enemies in the area must pass a Constitution saving throw each turn or become aged by a decade, suffering a cumulative -1 penalty to Strength, Dexterity, and Constitution.]
8th Level Spells:[ Revenant: Summons a towering undead giant standing 30 feet tall, wielding massive weapons and possessing immense strength. It obeys the Necromancer's commands and lasts for a full day before crumbling back into the earth.
Reanimated Army: Any ally, minion or enemy that has fallen in the current combat can be reanimated to fight under the Necromancer's control until combat ends. Their combat abilities mirror their living form, but with added undead resilience.
Pulse of the Damned: Sends out a pulse in a 60-foot radius that causes the ground to rupture as hands of the damned reach out. Lasts 1d6+1 rounds. Living creatures caught by the hands take 4d8 necrotic damage per round and are immobilized as they're dragged towards their graves.
9th Level Spells:[ All Hallow's Eve: All deceased humanoids within a 1-mile radius are reanimated and rise from the grave to fight for the necromancer. They will follow the necromancer's commands, acting as a horde under their control for one full day.
Death Incarnate: The necromancer takes on the aspect of death itself, quadrupling their hit points, adding +8 to their AC, and gaining a +3 resistance to magic. Their base attack becomes a scythe of energy that deals 5d10 necrotic damage. The transformation lasts for 2 hours. May still cast spells normally.
Soulforge Aegis:The necromancer forges armor from the very souls of the fallen. For 1 hour, they gain immunity to non-magical damage, their spells ignore resistance to necrotic damage, and any creature that strikes them in melee is feared as if by the "fear" spell.]
Special Abilities:[ Siphon Soul: Frequency: Passive ability. Mechanics: The necromancer's spells that deal necrotic damage also siphon life energy back to them, regaining hit points equal to half the necrotic damage dealt.
Army of the Dead: Frequency: Once per long rest. Mechanics: Raise a number of fresh corpses to fight for you until destroyed. One summon per 3 levels up to a maximum of 3 minions.
Minion Mastery: Frequency: Passive ability. Mechanics: For each undead minion under the necromancer's control, they gain a +1 bonus to necrotic damage.
Grave Sense: Frequency: Passive ability. Mechanics: Can detect the presence of corpses and the undead within a mile, and gains insight into how the creature died.
Spectral Ward: Frequency: Passive ability. Mechanics: Any enemy that successfully lands a melee attack on the necromancer must succeed on a Wisdom saving throw or become frightened as spectral apparitions swarm around them.
Cadaverous Armor: Frequency: Once per long rest. Mechanics: Encases the Necromancer in an armor made of tightly woven cadavers for up to 1 minute, granting a +4 bonus to AC and immunity to poison and disease.
Soulchain Strike: Frequency: Twice per long rest. Mechanics: Binds the soul of a target within range to the Necromancer's will. On a successful melee hit, the target takes an additional 2d6 necrotic damage and must succeed on a Wisdom saving throw or become stunned as their soul is temporarily shackled.
Blighted Earth: Frequency: Once per long rest. Mechanics: The Necromancer corrupts the very ground in a 20-foot radius. Enemies within must make a Constitution saving throw or be poisoned and have their speed reduced by half. Any creature that starts its turn in the area takes 2d8 poison damage for the next 3 rounds.]
- #5Inquisitor Class
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Inquisitor Class Guide:
Hit Dice: 1d8
Armor Proficiencies: Light armor, medium armor, shields
Weapons Proficiencies: Simple weapons, crossbows, longswords
Tool Proficiencies: Disguise kit, torture tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Intimidation, Investigation, Religion, Insight
Equipment:
A weapon of their deity's choosing A shield emblazoned with their holy symbol A set of scale mail An Inquisitor's kit containing various implements for 'encouraging' cooperation
Spell Slots: Based on level:[ Level 1: Cantrips: At will. 1st-Level Spell Slots: 2
Level 2: Cantrips: At will. 1st-Level Spell Slots: 3
Level 3: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 2
Level 4: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3
Level 5: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 1
Level 6: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2
Level 7: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2 4th-Level Spell Slots: 1]
DM will determine spell slots from here.
1st Level Spells:[ Inflict Wounds: Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d10 necrotic damage. This damage increases by 1d10 for each spell level above 1st.
Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow 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.
Shield of Reproach: When activated, this spell grants the Inquisitor a +2 bonus to AC. Additionally, if an attacker hits the Inquisitor with a melee attack while the ward is active, the attacker takes 1d6 radiant damage, plus 1d6 per level above the first.
Condemn: Mechanics: Target must succeed on a Wisdom saving throw or take 2d8 psychic damage and suffer disadvantage on their next attack roll as they're gripped by the weight of their own sins.
Purge the Unworthy: Mechanics: A beam of radiant energy shoots forth, requiring a ranged spell attack against a creature within range. On a hit, the creature takes 3d8 radiant damage, and if the target is an enemy of the faith, they are also silenced for 1 round.
Wrathful Rebuttal: Mechanics: When hit by an attack, the Inquisitor can use their reaction to cause their attacker to make a Constitution saving throw. On a failure, the attacker is blasted with holy force, taking 1d8 radiant damage plus an extra 1d8 per level above the first.]
2nd Level Spells:[ Wrathful Retribution: Upon casting, for the duration of up to 1 minute or until concentration is broken, any creature that hits the Inquisitor with a melee attack must make a Wisdom saving throw. On a failed save, they take 2d8 psychic damage as their own guilt and doubts are amplified to unbearable levels.
Aura of Truth: After casting, this spell creates a 15-foot-radius aura around the Inquisitor for up to 10 minutes. Any creature entering or starting its turn in the aura must succeed on a Charisma saving throw or be unable to speak a deliberate lie. Additionally, while within the aura, creatures have disadvantage on attack rolls against the Inquisitor, as doubt gnaws at their conviction.
Silence of the Damned: Forces silence on a target. If the target fails a Wisdom saving throw, they're rendered mute for up to 1 minute, unable to cast spells with verbal components or sound alarms.
Scourge of Sin: Deals 2d8 radiant damage to a target within range and illuminates them, canceling the benefits of invisibility and providing advantage on all further attacks against them for the spell's duration.
Mercy of the Martyr: Restores hit points equal to 2d10+Wisdom modifier to the caster. If this spell brings the caster above half their hit points, they must succeed on a Wisdom saving throw or become stunned until the end of their next turn due to overwhelming divine ecstasy.
Terrify the Faithless: Instills deep terror in a group of enemies. Those who fail a Charisma saving throw within a 20-foot-radius sphere are frightened and must use their movement to flee from the caster for up to 1 minute.]
3rd Level Spells:[ Sinful Rebuke: The Inquisitor channels the power of their deity to punish a creature for its sins. The target must make a Wisdom saving throw. On a failed save, ethereal chains erupt from the ground, binding the creature. They take 4d10 psychic damage and are restrained for the duration. On a successful save, they take half damage and aren't restrained. The creature can use its action to make a Strength or Dexterity check (its choice) against the spell save DC to break free.
Divine Eruption: Casts an expanding ring of holy energy in a 20-foot radius. Creatures caught in the blast take 4d8 radiant damage and must make a Constitution saving throw or be blinded for 1 minute by the divine light.
Mental Fortress: Envelops the Inquisitor in a shimmering barrier that is impervious to psychic and mind-altering effects. For the next 10 minutes, the Inquisitor is immune to psychic damage and effects that would read their thoughts, control them, or affect their emotions.
Rays of Rectitude: Emits beams of purifying light from the Inquisitor's eyes, targeting up to three creatures they can see. Each beam forces the target to make a Wisdom saving throw, dealing 3d6 psychic damage on a failed save, or half as much on a successful one. The targets are also compelled to confess their most recent misdeed out loud.
Fear the Inquisition: Instills an intense and overwhelming dread of the Inquisitor's divine authority in all enemies within a 30-foot radius. Affected targets must make a Wisdom saving throw or be frightened for the duration. Frightened creatures are paralyzed with fear and must use their action to cower or pray for mercy each turn for up to 1 minute.]
4th Level Spells:[ Divine Bastion: Upon casting, Divine Bastion grants the Inquisitor resistance to spell damage, halving any such damage received for 2 rounds. While active, the Inquisitor also gains a +5 bonus to saving throws against magical effects.
Ward of Retribution: Creates a barrier that lasts for 1 minute. The first spell targeting the Inquisitor while the ward is active is reflected back at the caster, dealing the same effects and damage as if they were the target.
Word of Severance: Targets a creature within range. If the creature has 50 hit points or fewer, it must succeed on a Constitution saving throw or its soul is cleaved from its body, dying instantly.
Summon Vengeful Spirits: Conjures spirits of the wronged (1 per level of caster) for 1 minute. Spirits attack the Inquisitor's enemies, each dealing 1d8+3 force damage per hit. Spirits cannot be hit or harmed by non-magical attacks.
Zone of Hallowed Silence: Enforces silence in a 20-foot-radius sphere for 10 minutes. In the area, no sound can be made or heard, and creatures are prevented from casting spells with verbal components.]
5th Level Spells:[ Celestial Barrage: Casts down holy fire in a 30-foot radius. Creatures within take 6d8 radiant damage; a Dexterity saving throw halves it.
Siphon Doctrine: Steals an active spell effect from a creature. If the creature fails a Wisdom saving throw, one of its spells' effects (DM’s choice) is transferred to the Inquisitor.
Guardian Seraph: Summons a holy seraph for 1d6 rounds. It attacks with a flaming sword for 2d6+4 damage and can shield the Inquisitor or an ally once per turn, absorbing up to 10 points of damage.
Mental Inquisition: Forces a creature you can see to make an Intelligence saving throw. On failure, the creature obeys one simple command for the next minute.
Divine Decree: Imposes a 60-foot radius zone of silence and calm. Creatures in the area must make a Wisdom saving throw or be unable to take any actions besides moving or speaking in hushed tones for up to 10 minutes.]
6th Level Spells:[ Hellfire Condemnation: Calls down a pillar of hellfire on a location. Each creature in a 10-foot radius must make a Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much on a successful one.
Reflective Aegis: Summons a magical barrier that lasts up to 1 minute. Spells that target the Inquisitor are absorbed and can be cast back as part of the same reaction.
Convocation of Martyrs: Summons spirits of fallen allies that defend the Inquisitor and attack enemies. They have an AC of 14, 40 hit points each, deal 2d8+4 force damage and last for 1d6 rounds.
Commander of Will: Takes control of a creature's actions. The creature must succeed on an Intelligence saving throw or follow complex commands for up to 1 hour.
Whispers of Doubt: Fills the minds of enemies within a 30-foot radius with doubts. They must make a Wisdom saving throw or spend their turn questioning their motives instead of acting.]
7th Level Spells:[ Devastating Dictum: Unleashes an explosive word of power that detonates upon a single target. The target, if it fails a Constitution saving throw, takes 8d10 radiant damage, and the force blasts outward, knocking back anything within 10 feet of the impact.
Sunfire Summoning: Calls forth a beam of intense sunlight that scorches a 15-foot radius for several rounds. Anyone in the area must make a Constitution saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one. Continues to burn the area, causing damage each round.
Word of Unmaking: Speaks a word of ancient power so profound it can cease hearts and crumble minds. Enemies in a 30-foot cone must make a Constitution saving throw or drop to 0 hit points, instantly slain by the Inquisitor's irrevocable verdict.
Healing Decree: The Inquisitor commands their own wounds to mend with the force of their faith. They instantly regain all lost hit points and are cured of all diseases, poisons, and afflictions.
Euphoric Excommunication: Targets an area with an intoxicatingly holy presence. All within a 30-foot radius experience overwhelming joy and pain, as they take 4d6 psychic damage and must make a Charisma saving throw or become charmed, treating the Inquisitor as a trusted friend and confessor.]
8th Level Spells:[ Fortress of Faith: Encases the Inquisitor or an ally in an impenetrable shield of divine energy for 1 minute. This shield deflects all physical and magical attacks, providing complete immunity from damage. However, while under its protection, the shielded cannot move or attack.
Judgment's Inferno: Summons a column of sacred flame that scorches a designated area with a 40-foot radius. Creatures caught in the blast must make a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one, as divine retribution rains down upon them.
Benediction of Madness: Bestows a twisted blessing upon enemies within a 30-foot radius. Affected creatures must succeed on an Intelligence saving throw or be driven to a state of euphoric insanity. While under this spell's effect, they perceive all others as celestial allies and will defend them against any perceived threats, including their former allies.]
9th Level Spells:[ Celestial Annihilation: The Inquisitor calls down an apocalyptic nova of cleansing flame, purging an entire area of heresy and sin. Mechanics: Targets a 100-foot radius. Creatures caught in the blast take 10d12 fire damage and 10d12 radiant damage; a Dexterity saving throw halves the damage. Structures are leveled, and the land is charred and sanctified.
Pandemonium's Whisper: Sends a wave of holy terror across the battlefield, striking divine fear into the hearts of enemies far and wide. Mechanics: Affects all enemies within a one-mile radius. They must succeed on a Wisdom saving throw or be driven into a panic, dropping whatever they are holding and becoming incapacitated with fear for 10 minutes.
Divine Dominion: Grants the Inquisitor godlike control over the battlefield, bending reality to their zealous will. Mechanics: For the next minute, the Inquisitor may alter the conditions of the battlefield at will—raising walls of force, parting waters, or casting areas of darkness or blinding light—as if shaping the very fabric of the world to ensnare the wicked in their own personal hell.]
Special Abilities:[ Relentless Inquisition: Frequency: Once per long rest. Mechanics: Interrogate a target with such vehemence that they feel their mind rip apart, taking 2d8 psychic damage, with a Wisdom save for half. Each failure makes them spill another secret.
Judge's Gaze: Frequency: Passive ability. Mechanics: A mere glance weakens the deceitful, imposing disadvantage on Deception checks and a -2 penalty to saving throws when the judged tries to lie or hide their sins.
Divine Verdict: Frequency: Once per long rest. Mechanics: Pronounce a divine verdict upon a sinner, imposing a curse that leaves them vulnerable to your attacks.
Zealous Fury: Frequency: Twice per long rest. Mechanics: Enter a state of zealous fury that allows you to add your Wisdom modifier to attack rolls and damage for 1 minute.
Spiked Retribution: Frequency: Passive ability. Mechanics: When the Inquisitor takes melee damage, the attacker suffers 1d4 piercing damage from concealed armor spikes.
Grapple Launch: Frequency: Twice per long rest. Mechanics: The Inquisitor can grapple an enemy within reach, then hurl them up to 15 feet away, dealing 2d10 bludgeoning damage to the thrown enemy and any others in their landing path.
Exorcist's Grip: Frequency: Once per long rest. Mechanics: The Inquisitor can attempt to crush the vile spirit out of a possessed creature or enemy they grapple. The target must succeed on a Charisma saving throw or take 4d6 necrotic damage, potentially expelling a possessing spirit.
Dismember the Heathen: Frequency: Once per long rest. Mechanics: If the Inquisitor's melee attack reduces a non-boss enemy to 20 hit points or fewer, they can choose to split the target in twain, killing it instantly.]
- #6Boozemancer Class Guide
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Boozemancer Class Guide:
Class: Boozemancer (Wizard offshoot)
Hit Dice: 1d6
Armor: Light
Weapons: Simple
Skills: Choose two from Arcana, Deception, Insight, Persuasion, Sleight of Hand.
Equipment: Everflowing Mug, spellcasting focus, leather armor, simple weapon.
Spell Slots: Based on level:[ Level 1: Cantrips: At will. 1st-Level Spell Slots: 2
Level 2: Cantrips: At will. 1st-Level Spell Slots: 3
Level 3: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 2
Level 4: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3
Level 5: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 1
Level 6: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2
Level 7: Cantrips: At will. 1st-Level Spell Slots: 4 2nd-Level Spell Slots: 3 3rd-Level Spell Slots: 2 4th-Level Spell Slots: 1]
DM will determine spell slots from here.
Cantrips:[ Hangover Haze: Effects: Clouds an area with a mind-numbing fog, causing confusion and disorientation. Mechanics: Targets in a 10-foot radius must succeed on a Wisdom saving throw or have disadvantage on their next attack or skill check.
Sloshed Step: Effects: Enhances the caster's movement, mimicking the stumbling of a drunkard. Mechanics: Teleport up to 15 feet to an unoccupied space that the caster can see.]
Spells: 1st Level Spells:[ Intoxicating Aegis: For the next minute, a shimmering shield of alcoholic vapor envelopes the Boozemancer, granting a +5 bonus to AC. This vaporous guard has a slight chance to cause enemies that strike the Boozemancer at close range to become poisoned.
Booze Bolt: Cast as an action, flings a bolt of condensed spirits in a straight line up to 30 feet. On hit, deals 1d10 force damage and has a chance to confuse the target, potentially causing them to attack a random creature within range on their next turn.
Bender's Brew: Cast as an action, creates a volatile concoction that splashes a 10-foot radius sphere up to 20 feet away. Each creature in the area must make a Constitution saving throw or become disoriented from the intoxicating fumes, suffering disadvantage on attack rolls and ability checks for 1d4 rounds.
Liquid Bravado: Cast as a reaction when taking damage, consumes a swig of liquid courage to temporarily numb the pain. The Boozemancer regains 1d8 hit points plus an additional 1d8 hit points for every two levels beyond the first, and gains temporary hit points equal to their Constitution modifier. However, they receive a -2 penalty to attack rolls and saving throws for 1 round due to impaired senses.]
2nd Level Spells:[ Frosty Libation: Cast as an action, conjures a 15-foot-radius sphere of freezing alcohol vapor centered on a point within range. Creatures within the area must make a Constitution saving throw. On a failed save, they take 3d6 cold damage and have their speed halved until the end of their next turn. On a successful save, they take half damage and aren't slowed.
Drunken Resilience: As a bonus action, the Boozemancer drinks deeply from their Everflowing Mug, regaining hit points equal to 2d8 + their Constitution modifier. However, each use increases their inebriation, imposing a cumulative -1 penalty on Wisdom saving throws and skill checks until they take a short or long rest to sober up. Frequency: Usable twice per long rest.
Boiling Buzz: Cast as an action, the Boozemancer concocts and hurls a volatile potion that bursts upon impact, spraying scalding liquor in a 10-foot-radius sphere centered on a point within range. Creatures in the area must succeed on a Dexterity saving throw or take 3d4 fire damage and become poisoned until the end of their next turn, suffering from a debilitating buzz.
Stagger Swagger: As an action, the Boozemancer sips an enchanted brew that enhances their movements with a staggering gait, disconcerting to foes. For the next minute, any enemy that makes a melee attack against the Boozemancer must succeed on a Wisdom saving throw or become disoriented and have disadvantage on all melee attack rolls against the Boozemancer until the start of the enemy's next turn.
Tipsy Tempest: Cast as an action, the Boozemancer slams their mug on the ground, causing a surge of bewitched brew to spiral outward in a 20-foot radius centered on themselves. Allies within this radius gain temporary hit points equal to 1d6 plus the Boozemancer's Charisma modifier, representing a surge of drunken boldness. Enemies must make a Constitution saving throw or be afflicted with debilitating nausea, taking disadvantage on attack rolls and ability checks for 1d4 rounds.]
3rd Level Spells:[ Liquid Courage: The Boozemancer downs an enchanted brew that invigorates their spirits and fortifies their flesh. They immediately regain hit points equal to 4d6 + Constitution modifier. Additionally, for the next 10 minutes, they gain resistance to fear and charm effects. But beware, each use leaves them more sloshed, adding a stacking penalty to Intelligence and Wisdom checks until the buzz wears off. Frequency: Twice per long rest.
Barrel Roll: The Boozemancer summons an illusory barrel that rolls in a straight line for up to 30 feet. Each creature in its path must make a Dexterity saving throw. On a failed save, they're knocked prone and take 4d8 bludgeoning damage, as if walloped by a giant's keg. On a successful save, they manage to dodge aside, taking only half damage. Frequency: Once per short rest.
Crackling Concoction: The Boozemancer mixes a volatile potion that when thrown, explodes in a 20-foot-radius sphere. Each creature in the area must succeed on a Dexterity saving throw or take 6d6 lightning damage, as static energy from the fizzing brew shocks them. Creatures that fail the saving throw by 5 or more are also stunned for 1 round due to the overwhelming shock.
Stupor Sludge: With a wave of their wand, the Boozemancer summons a pool of sticky, enchanted liquor that spans a 10-foot radius. Creatures stepping into the area must make a Strength saving throw or become restrained as they sink into the sludge. At the start of each of their turns, restrained creatures can attempt another Strength saving throw, ending the effect on a success. The sludge remains for 1 minute, and any creature that enters the area for the first time on a turn or starts its turn there must also make the saving throw.
Vomitus Volley: By chugging a dangerous draft, the Boozemancer lets out a noxious belch, sending a wave of acidic bile in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are sickened and have disadvantage on all attack rolls and ability checks until the end of their next turn as they reel from the horrid stench and burning sensation.]
4th Level Spells:[ Grand Hangover: With a grand gesture, the Boozemancer summons a swirling vortex of alcohol-laden air. The spell affects all living enemies in a 20-foot radius centered on a point the Boozemancer can see within range. Victims caught in the maelstrom must make a Constitution saving throw or become sickened by a supernatural hangover. Affected enemies suffer a disadvantage on all attack rolls, saving throws, and skill checks, and their movement is halved as nausea takes hold. If they fail save throws, they are incapacitated due to intense vomitting. The effect lasts for 1d4 rounds. Frequency: Once per long rest.
Alestorm: The Boozemancer summons a tempest of spirited winds, targeting a 30-foot-radius sphere within range. Each creature in the area must make a Constitution saving throw or be blinded by stinging alcohol and deafened by the howling gale for 1d4 rounds. Creatures that fail the saving throw by 5 or more are also knocked prone by the ferocious, boozy gusts.
Vinegar Vengeance: Casting this spell causes the Boozemancer's blood to turn to acrid vinegar for a short time. The next time they take melee damage, their aggressor must make a Constitution saving throw or retch uncontrollably, becoming incapacitated for 1 round and taking 2d8 poison damage as the caustic liquid splashes back.
Spiritual Soak: The Boozemancer designates a 20-foot cube within range. For the next minute, the area is drenched in a thick haze of intoxicating vapor. Allies in the cube gain temporary hit points equal to 1d6 plus the Boozemancer's Charisma modifier each round as their spirits are lifted by the alcoholic mist. Enemies must make a Constitution saving throw each round they start in the haze or take 1d6 poison damage and suffer disadvantage on all Wisdom-based checks and saving throws as their senses become dulled.]
5th Level Spells:[ Suds of Healing: With a flourish, the Boozemancer summons forth a frothy deluge of magical ale that washes over them and their allies. Each creature of choice within range regains hit points equal to 5d8 + the Boozemancer's Intelligence modifier. This sudsy salve also has the side effect of making the targets mildly inebriated, giving them advantage on saving throws against fear for the next round.
Mirthquake: Slamming their mug on the ground, the Boozemancer sends ripples of tremoring laughter through the earth. Enemies in a 20-foot radius centered on a point within range must succeed on a Constitution saving throw or be knocked prone, as uncontrollable laughter seizes their bodies. While prone in this way, the affected enemies take 2d6 psychic damage each round as their own giggles convulse through them.
Cask of Wonders: Allies within 10 feet of the cask gain a +2 bonus to AC and advantage on saving throws against being charmed or frightened. Additionally, allies regain 1d6 hit points at the start of their turn. The cask follows the caster for the duration of 1 minute or until dispelled.
Spirited Salvo: The Boozemancer launches a volley of three magical booze bolts as an action. Each bolt can target the same creature or several creatures within a 60-foot range. Make a ranged spell attack for each bolt. On a hit, the target takes 2d8 force damage, and any creature within 5 feet of the target must make a Dexterity saving throw or take 1d4 splash damage from the volatile spirits.]
6th Level Spells:[ Brewstorm: The Boozemancer conjures a massive, swirling vortex of potent alcohol above a designated area, causing it to rain down in torrents upon the unfortunate souls below. Creatures caught in a 30-foot radius must make a Dexterity saving throw or be engulfed by the downpour, taking 8d6 acid damage as the spirits eat away at armor and flesh alike, while also becoming poisoned for the next minute.
Draught of the Titan: The Boozemancer quaffs a powerful brew that momentarily transforms them into a hulking figure of strength and fortitude. They gain resistance to all physical damage, their size doubles – as do their hit points – and they can make one additional melee attack each turn. This transformation lasts for 1 minute, but when the spell ends, they suffer one level of exhaustion due to the immense toll on their body.
Liquid Labyrinth: With a flamboyant wave and a flick of ale, the Boozemancer crafts an intricate maze of walls made from enchanted brew. Creatures must make an Intelligence saving throw to navigate through the maze or become hopelessly lost for the duration, which is up to 10 minutes. While trapped within, victims experience vivid hallucinations of their greatest desires and fears, keeping them ensnared and out of the fight.]
7th Level Spells:[ Spectral Distillery: As an action, create a spectral distillery that lasts for up to 1 minute. Allies within the mist gain a +3 bonus to saving throws and regenerate 1d10 hit points at the start of their turn. Enemies that enter or start their turn in the mist must make a Wisdom saving throw or be confused as if by the 'confusion' spell, seeing haunting visions and experiencing disorientation.
Ethereal Intoxication: With a grand sweep of their arm, the Boozemancer conjures an otherworldly tavern from the celestial plane, pulling enemies within a 40-foot radius into an intoxicating realm. Here, the laws of physics are sodden with spirits, and foes must succeed on an Intelligence saving throw or become utterly inebriated, losing the ability to distinguish friend from foe and attacking at random for the duration.
Brewmaster's Deluge: Unleashing the ancestral power of dwarven brewing, the Boozemancer causes ale to erupt from the ground in geysers. Enemies in a 30-foot radius are pelted by the potent liquor, taking 7d6 bludgeoning damage as they're battered and soaked. Any creature caught in the deluge must make a Strength saving throw or be knocked prone by the force of the alcoholic eruption.]
8th Level Spells:[ Maelstrom of Misery: Unleashes a torrent of spirits in a 40-foot-radius sphere centered on a point within range, where reality distorts and every surface turns slick with cursed alcohol. Creatures within the maelstrom take 8d8 psychic damage as their deepest regrets and sorrows materialize before their eyes, and they must make a Wisdom saving throw or be rendered paralyzed by their own despair, unable to act for the duration.
Chalice of Rejuvenation: Conjures an ornate goblet brimming with a divine elixir that glows with ethereal light. The Boozemancer or an ally may drink from the chalice as an action, completely restoring all hit points and curing all diseases, poisons, and curses. The intense potency of the elixir brings the drinker to the brink of intoxication, leaving them with a heady sense of euphoria that grants immunity to fear and charm effects for the next 24 hours.
Bacchanalian Bind: Summons chains wrought from enchanted vines that erupt from the ground, seeking out up to six targets within a 60-foot radius. The targeted creatures must succeed on a Strength saving throw or be bound by the chains, which constrict tighter with every attempt to escape or attack. The vines emit a potent hallucinogenic nectar that seeps into the victims' pores; while bound, they experience vivid illusions that render them effectively stunned and at the mercy of their own minds' twisted fantasies.]
9th Level Spells:[ Tsunami of Intoxication: The Boozemancer calls upon the ancient spirits of barley and hops, summoning forth a colossal wave of ale that crashes over the landscape. This unstoppable tide of inebriation sweeps through towns and countrysides alike, obliterating structures and flooding the streets with a deluge that drowns and dissolves anything in its path.
Mechanics: Creates a massive wave 60 feet high, 300 feet long, and 100 feet wide that moves at a speed of 30 feet per round. Structures and creatures caught in its wake suffer 10d20 bludgeoning damage each round, and must make a Constitution saving throw or fall unconscious for 1d4 hours due to overwhelming alcohol inhalation and ingestion.
Bender's Breath: With a booming incantation, the Boozemancer exhales a breath so potent that it saturates the very air for miles around. All who breathe it in are struck by an ethereal drunkenness that dulls the mind and numbs the body.
Mechanics: Affects all creatures in a 2-mile radius. Creatures must succeed on a Constitution saving throw or become overwhelmingly drunk, gaining four levels of exhaustion, disadvantage on all skill checks, saving throws, and attack rolls, and their movement speed is reduced to a stumble for 8 hours.
Goblet of the Infinite Toast: The Boozemancer manifests an ornate goblet filled with an otherworldly liquor. Drinking from it or splashing its contents can grant life where there was none, turning desolation into a raucous celebration.
Mechanics: As an action, the Boozemancer can pour the goblet's contents onto the ground, causing vines heavy with grapes to erupt and form a banquet table fit for the gods. This sanctuary heals all within a 50-foot radius for 6d8+5 hit points each round and can revive those recently fallen in battle as if by the 'True Resurrection' spell. The feast and its effects last for 10 minutes before the vines wither and the enchantment fades.]
Special Abilities:[ Ale-fueled Frenzy: Frequency: Usable once per combat encounter, must take a swig from the Everflowing Mug as a bonus action. Mechanics: After drinking, the Boozemancer gains a +1 bonus to spell attack rolls and spell save DC for 10 minutes, stacking up to a maximum of +3. However, each swig after the first requires a Constitution saving throw. Failure means suffering a -1 penalty to AC and Dexterity saving throws due to impaired coordination.
Drunken Dodge: Frequency: Passive ability. Mechanics: The Boozemancer has trained their body to react unpredictably, granting them advantage on Dexterity saving throws against area effects. In addition, any time an area effect misses them due to Drunken Dodge, they may move up to 5 feet without provoking opportunity attacks, as if they've literally stumbled out of danger.
Brew Blast: Frequency: Can be used as an action, twice per short rest. Mechanics: Unleashes a cone of alcoholic vapor that ignites upon contact with air, dealing 2d6 fire damage to all in its path and possibly intoxicating them.
Spirit Fog: Frequency: Once per long rest, as an action. Mechanics: Casts a dense fog smelling of strong spirits in a 20-foot radius. Obscures vision and can disorient enemies, causing disadvantage on their attack rolls and ability checks.
Guzzle of Fortitude: In the heat of battle, the Boozemancer can chug a specially-prepared draught that fortifies their resolve. Frequency: Usable twice per long rest. Mechanics: The Boozemancer gains temporary hit points equal to 2d10 + their Constitution modifier. Additionally, for the next minute, they have advantage on Strength and Constitution saving throws.
Intoxicate Terrain: Transforms the ground into a quagmire of sticky, enchanted alcohol, making it difficult for enemies to navigate. Frequency: Once per long rest, as an action. Mechanics: Affects a 50-foot square area, turning it into difficult terrain. Enemies within the area must succeed on a Constitution saving throw or have their movement speed halved and suffer disadvantage on weapon attacks as long as they remain in the area. The effect lasts for 10 minutes.
Inebriating Aura: The Boozemancer emits a potent aura of alcoholic fumes that seep into the minds and bodies of those nearby. Frequency: Once per long rest, as an action. Mechanics: The aura extends in a 30-foot radius from the Boozemancer for 1 minute. Allies in the aura are emboldened and gain +2 to attack rolls. Enemies must make a Wisdom saving throw each round they start in the aura or become confused as if under the effects of a 'confusion' spell.]
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