Tome of Legends
Tome of Legends
Tome of Legends
Tunnel vision
Starting at 6th level, you can use your bonus action to ignore
everything else and focus on a single target you choose. Until
the start of your next turn, you can triple your rage damage
bonus against that target.
However, while this is happening, you can not make attacks
against other targets, all attack made against you have
advantage, and you temporarily lose the bonuses from your
danger sense feature.
Forceful reposition
Starting at 10th level, you can throw your allies, or your
enemies, with all the ease of tossing a stone. As a bonus action,
you can throw an ally you can reach that is of the same size as
you or smaller up to 15 feet in a direction of your choice.
Alternatively, you can use an action to throw them twice that
distance. Creatures that are two sizes smaller than you or
smaller, such as a small creature compared to a large one, can
be thrown an additional 10 feet.
If you attempt to use this feature on an enemy, you must irst
succeed on a contested grapple check, otherwise you cannot
throw them and the action is wasted.
Fiery Cantrips
When you join the college of Blazing strings at 3rd level, you
know the control lames and create bon ire Cantrips. These
count as bard cantrips to you and dont count against the
number of cantrips you know.
Mote of Flames
At 3rd level, you've learned to control your destructive
potential by creating a small mote of ire that appears when you
play music.
When you roll initiatve, or begin to play music, you can place
your mote of lames within 10 feet of you. The mote hovers 5
feet off the ground and sheds bright light around it up to 20 feet
with 10 feet of dim light beyond that. On your turn, you can use
a bonus action to move the mote up to 25 feet in any direction.
Once you've moved it, you can choose and spend one of your
bardic inspirations to have it make a ranged spell attack against
a target you can see within 30 feet of it. The attack deals ire
damage equal to what you roll on the inspiration die + your
Charima modi ier.
The mote remains until you are out of combat or so long you
continue to play music.
Draconic teachings
At 1st level, when you choose this domain, you learn how to
speak draconic and one other language of your choice. In
addition, you choose which color of dragon you choose to
represent in your clerical duties to Bahamut. This tells you
what ideals you will follow and which breath weapon you get
when you reach 2nd level in this class.
Breath
Color weapon Damage Ideals
Brass 15 cone Fire Conversa on and
Nego a on
Bronze 30 line Lightning Freedom and War
Copper 30 line Acid Trickery and Humor
Gold 15 cone Fire Jus ce and Vigilance
Silver 15 cone Cold Virtue and Friendship
Dark Aspects
Starting at 6th level, your attacks in beast form count as
magical for the purpose of overcoming resistance and
immunity to non magical attacks and damage.
Additionally, both you and your beast gain a magical bene it
based on the nightmare of you chose at 2nd level.
Storm Born
Blade-Spells
Blast Make a melee spell attack. If the attack hits, roll your
blade dice. The target takes force damage equal to the
amount rolled and is pushed back 15 feet and knocked prone.
Displace: Make a melee spell attack. If it hits, the target must
make a charisma saving throw. On a failed save they are
teleported to a space you can see within 15 feet.
Deflect: If you are hit with a weapon or spell attack, you can
use your reaction to roll your blade dice and reduce the
damage you take by an amount equal to what you rolled.
Distract: Roll your blade-dice. You create an illusory copy of
yourself that suddenly moves in a random direction. Each
hostile creature your are within melee range of must make
an intelligence saving throw. On a failed save, they must
spend their reaction attacking the illusion. If they do, they
take psychic damage equal to the amount you rolled.
Flash: Choose a creature within 10 feet of you and roll your
blade dice. The target must make a Constitution saving
throw. On failed save they take radiant damage equal to the
amount your rolled and are blinded until the end of your next
turn.
Reflect If you are hit with a melee weapon or melee spell
attack, you can use your reaction to cause the attacking
creature to make a wisdom saving throw. On a failed save,
they instead make the attack against the closest creature
within reach other than you or itself, randomly choosing if
there is more than one.
Swift as a river
Starting at 3rd level, when you choose this tradition, you can
use your step of the wind ability without expending any ki
points. You can do this a number of times equal to your wisdom
modi ier, and regain all uses of this ability when you inish a
long rest.
Kinetic Dive
At 6th level, you gain an alternative way to you use your slow
fall feature. If you fall from a height of at least 30 feet, then you
may choose to do a kinetic dive instead of falling slowly. When
you land, you still reduce damage as normal, but each creature
within 10ft of you must make a dexterity saving throw or take
1d6 bludgeoning damage for every 10ft you fell (to a maximum
of 10d6) and be knocked prone. On a successful save, they take
half damage and are not knocked prone.
The radius of the dive's impact increases by 10 feet and the
damage die increases to a d8 if you fall from more than 100
feet.
Lightning Mind
Starting at 11th level, you have mastered the ability to slow
your perceptions, causing things to move at an incredibly slow
pace around, allowing you to use your speed to greater
advantage. You can take up to three reactions each round
instead of one. However, you must spend a ki point to perform
each reaction after the irst. You can only use one reaction per
trigger.
Kinetic Extremes
At 17th level, you can push your body well beyond it limits to
move even faster for short bursts. When you use your Falling
stone strikes feature, you can choose to increase the reach of
your unarmed attacks to 30 feet and to be able to make three
attacks when you take the attack action.
Sacred Oaths
The Living Inevitable
Oath of the Grim Hunt Starting at 15th level, You can no longer be charmed or
The Oath of the grim hunt is a calling that requires its followers paralyzed, and you can't be sensed or scryed upon by divination
to seek out and destroy the many evils the stalk the mortal magics unless you want to be.
realms. Often called Grim knights, or Knight Slayers, these
hunters dedicate themselves, body and soul, to hunting down Divine Monstrosity
the monstrous, the wicked, and the mutated, destroying them At 20th level, you can can take the form of a divine monster for
with a burning, merciless prejudice. one minute as if under the effects of the shapechange spell. The
divine monster has the same statistics as a Planetar (MM 17),
Tenets of the Grim Hunt though it lacks the Innate Spellcasting and Healing Touch traits.
Kill the monster, burn the cult: Seek and destroy the You choose what this form looks like, and the form cannot be
monsters that seek to feast on the woes of mortals, and end dispelled by magic.
the lives of their mortal followers. Additionally, while transformed, you radiate an aura of
Defy the dark ones: Evil persists because it lays seeds. menace while you're not incapacitated. The aura extends 30
Destroy the foundations of the dark gods power and wipe feet from you in every direction, but not through total cover.
their names from the histories. Hostile creatures within the aura can't regain hit points, and
Be ever prepared: Your enemy never rests, but you must lose resistance to any damage types.
never be unable to answer the call. Abstain from drink, and Once you use this feature, you can't do so again until you
gluttony. Keep your body strong, and your will unbreakable. inish a long rest.
No mercy for the wicked: Your enemies lack empathy and
mercy. Have none and show them none. Oath of the Unconquered
Oath Spells Unconquered Paladins are soldiers who dedicate themselves to
You gain oath spells at the paladin levels listed. defending the ideals of freedom and prosperity and ighting
those who would use strength and violence to subdue and rule
Oath of the Grim Hunt Spells the weak. Commonly called Bulwark knights, mountain Knights,
Paladin Level Spells and The Unbroken, these soldiers stride into battle with
3rd hunters mark, faerie fire defensive magics alight, making them mobile fortresses that
5th see invisibility, hold person can withstand the wrath of kings, emperors, and gods.
9th dispel magic, magic circle
Tenets of the Unconquered
13th locate creature, elemental bane Defend the Weak. When walls and shields are not enough,
17th hold monster, scrying you must be there to be the bulwark against destruction.
Vanquish Tyranny. Tyrants cause misery in their
Channel Divinity ambitions. Deny them their dreams whether they be of the
When you take this oath at 3rd level, you gain the following two heavens or the hells.
Channel Divinity options. Kindle Courage. When there is doubt, you must be an
Hunt's End: Whenever you hit a creature with a melee anchor for the courage and will of those around you.
attack, and use your divine smite feature, you can use your Challenge the strong. You are unbreakable! Show no fear,
Channel Divinity to increase the damage dice of the smite to and take little caution. The despot is your nemesis, and you are
d10's instead of a d8's. If the target is an aberration, iend, theirs.
undead, or monstrosity, the die increases to a d12.
You can then re-roll any of the damage dice once. Oath Spells
Merciless Crippling: As an action, you can use your You gain the following oath spells at the paladin levels listed.
channel divinity to horribly cripple a creature with divine
Paladin Level Spells
power. Choose a creature within 60ft of you. They must succeed
on a wisdom saving throw or have their lying and burrowing 3rd compelled duel, shield
speeds are reduced to 0, and their movement speed halved for 5th warding bond, enlarge/reduce
one minute 9th beacon of hope , wind wall
13th resilient sphere, freedom of movement
Beacon of cleansing
Beginning at 7th level, whenever you or a friendly creature 17th passwall, wall of stone
within 10 feet of you is under the effects of a spell or other
effect that allows it to repeat a saving throw at the end of each Channel Divinity
of its turns, it can repeat the saving throw at the start of its turn When you take this oath at 3rd level, you gain the following two
instead, possibly ending the effect early. Channel Divinity options.
At 18th level, the range of this aura increases to 30 feet.
Aura of Iron
Beginning at 7th level, you emanate so many protective magics
that the air shimmers with de lective power. You and friendly
creatures within 10 feet of you reduce all damage taken by an
amount equal to your Charisma modi ier (minimum 1). You
reduce damage this way before resistances have been
calculated.
At 18th level, the range of this aura increases to 30 feet.
Living Fortress
At 15th level, you have come to embody many qualities of an
actual fortress. You can no longer be forcefully moved by spell
effects, or by abilites used by creatures that are one size larger
than you or smaller. Additionally, allies who are within 5 feet of
you, and are of your size or smaller, gain the bene its of half
cover.
Unbreakable Defender
At 20th level, you can use an action to create an additional,
secondary layer of armor made of solidi ied radiant energy that
appears over your form. For one minute you gain the following
bene its:
Once you use this feature, you can't use it again until you
inish a long rest.
Marks of Selene
Starting at 3rd level, you can mark targets for death and remain
patient to strike at a greater advantage later.
As an action, you can mark up to three creatures within 120ft
of you. Creatures you mark this way emit a soft glow only you
can see. This gives you a +5 bonus on Perception checks made
to spot them and advantage on all attacks made against them.
The marks last for up to 8 hours.
The irst time hit a creature marked this way on your turn,
you deal an additional 1d8 radiant damage to them. At 11th
level, this increases to 2d8 damage.
Once you use this feature, you can't do so again until you
inish a long rest
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Dance of Diana
You don't need advantage on the attack roll to use your Laughing Blade
Sneak Attack. At 3rd level, you know how to royally piss things off. Whenever
Any attack roll you make against the marked target is a you deal sneak attack damage to a creature with a melee attack,
critical hit on a roll of 19 or 20 on the d20. you can force the creature suffer disadvantage on all attacks not
You can choose to have your sneak attack damage be dealt made agasint you until the end of its next turn. Additionally, the
as radiant damage to that target. next attack against the creature not made by you has advantage
until the start of your next turn.
Once you use this bonus action, you can’t do so again until If you use this feature on the same creature two or more
you inish a short or long rest. times within the same day, they can attempt to make a DC 8 +
your pro iciency + your charisma modi ier wisdom saving
Divine Senses throw to resist the effects of this feature.
Starting at 9th level, you attain the gifts necessary to stalk evil
into the darkest of dens. You can cast detect good and evil
Trickster's Entrance
without expending a spell slot. At 9th level, you learned sometimes angering everything you
You can do this a number of times equal to your charisma see is not the safest act. So you've now learned the litte bit of
modi ier. You regain all expended uses when you inish a long magic to help get you out of, or into, those nasty situations. As a
rest. bonus action, you disappear in a puff of smoke and gain the
bene its of the invisibility spell until the start of your next turn.
Enshadowed mind You can use this feature a number times equal to your
Starting at 13th level, your mind becomes an impenetrable charisma modi ier. Your regain all expended uses after you
darkness. You gain advantage on any saving throw you would inish a long rest.
make against divination or enchamntment magics. Additionally,
you can no longer be frightened or charmed.
Dance of Daggers
At 13th level, you are quick with a joke and even quicker with a
Banishing backstab blade. You gain a special reaction that you can take on every
At 17th level, when you deal sneak attack damage to a creature, creatures turn, except your turn. Whenever an ally attacks a
you can force them to make a Charisma saving throw with a DC creature with advantage and you are within your weapon's
of 8 + your Charisma modi ier + your pro iciency modi ier. On a reach of the target creature, you can make melee weapon attack
failed save, the creature is magically banished to a harmless against the same creature. These extra attacks cannot deal
demi-plane for one minute. On a successful save, the creature sneak attack damage, and the weapon you use must have the
can’t be banished by this feature for 24 hours. light or inesse property.
You know the primal savagery cantrip, and it deals necrotic Power of Duality
instead of acid damage. It counts as a sorcerer cantrip to you Starting at 1st level, you know the bane and bless spells. They
and does not count against the number of cantrips you do no count against the number of sorcerer spells you know.
know.
You can cause a creature to re-roll a successful saving throw Dual Halo
made against being charmed by sorcerer spells you cast. You At 1st level, you can use a bonus action to summon a dark and
can't do this to the same creature again for seven days. divine halo to loats above your head for 1 minute. It gives you
You don't need to sleep in order to gain the bene its of a long the following bene its:
rest. Instead you can spend four hours doing simple non-
strenuous tasks such as reading a book, writing a letter, or You gain resistance to necrotic and radiant damage.
painting a picture. You can use a bonus action to allow a creature you can see to
make a saving throw against an affect that allows a saving
Ancestral regeneration throw to be made to end the effects.
At 1st level, your bloodline gives you incredible regenerative You can use a bonus action to cause a creature that can see
power. You have a pool of regeneration represented by a you to make a Wisdom saving throw against your spell DC.
number of d6's equal to your sorcerer level. Unless they succeed, they are frightened of you until the end
As a bonus action, you can spend a number of those dice of your next turn. Once a creature suffers this effect, it has
equal to your charisma modi ier or less(Minimum 1). You advantage on this saving throw for the next 24 hours.
regain hit points equal to the total amount rolled. You regain all
expended dice when you inish a long rest. Once you summon your dark halo you can't do so again until
If you are in direct sunlight, roll d4s instead of d6s. you inish a long rest.
Commander's Blade
Prerequisites: Pact of the Blade
You can summon the souls of the dead to act as a bodyguard
for you while you ight.
Once you use this invocation, you can do so again until you
inish a long rest.