The Heroes of Tolmurr
Additional class Options
Fighter/Rogue: Dragon Knight/Cursed Thief
Variant of Eldritch Knight/ Arcane Trickster: You are born with the curse.
Your hands count as foci.
You use Charisma as your spellcasting ability in place of Intelligence.
Your spells come from the Sorcerer’s list of available spells instead of the Wizard’s list.
Fighter/Paladin/Ranger: Mariner Fighting Style
Whether a buccaneer, an experienced sailor, or a specially trained marine, a mariner can scale a ship’s rigging and swim through choppy water with ease. Adapted to wearing light and medium armor, mariners can defend themselves without relying on heavy armor or bulky shields. Most of them thus wield two‐handed weapons or fight with a pair of blades.
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Roguish Archetype: Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charisma in
equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.
A swashbuckler excels in single combat, and can fight with two weapons while safely darting
away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma
modifier to your initiative rolls. In addition, you can use Sneak Attack with any
melee attack made against a target that has none of your allies adjacent to it.
At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile, it must target you with any attacks it
makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.
If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute.
While charmed, it regards you as a friendly acquaintance.
You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.
At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss
with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
Sorcerous Origin: Favoured Soul
This represents either a divine caster who gained the curse or someone with the curse who has been chosen by their god.
Chosen of the Gods
At 1st level, choose one of the cleric class’ divine domains. You add that domain’s spells for 1st level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your selected domain’s spells that become available at those levels.
At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Power of the Chosen
Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum 1) + the spell’s level.
Sorcerous Origin: Storm
The vis crystals that make up your bones are charged with air and lightning.
The arcane magic you command is infused with elemental air. You can speak, read, and write Draconic (Auran). In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
Storm Sorcerer Bonus Spells
1st level – fog butt, thunderwave
3rd level – dust of wind, levitate
5th level – call lightning, sleet storm
7th level – conjure minor elementals,* ice storm
9th level – conjure elemental**
*Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
**Unless you gain this spell from another source, you can summon only air elementals with it.
At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a
cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus
action to fly 10 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell
other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you.
In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning
or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius
centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind
blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
At 14th level, the storm energy you channel through your magic seethes within your soul.
When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving
throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
Ranger: Rangers With No Spells
(Replaces Rangers’ spellcasting ability, not their archetype.)
This represents a ranger who does not partake in Arcane Casting – possibly a peasant who can’t afford the Vis Crystal required to cast the spells, or perhaps a ranger from an order that pre-dates the popular use of Arcane magic.
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to Fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. If you spend 1 hour gathering herbs and preparing herbal poultices using treated bandages, you can create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at once equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have (rounded up).
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Call Natural Allies
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
(As a replacement for Share Spells, we could also consider the following feature:)
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.
Cleric: Death Domain
The Death Domain is not considered evil by the Empire. Undead raised by the Death domain are unaligned, and disintegrate when the Cleric loses control of them. The souls of the dead come by their own accord to fight to protect the living. The spirits that posses a body need not be the spirit of the person who the body originally belonged too; rather, a Death Domain cleric attracts souls who have opted to not pass onto the next life so that they may help protect those that still live.
Death Domain Spells
1st level – false life, ray of sickness
3rd level – blindness deafness, ray of enfeeblement
5th level – animate dead, vampiric touch
7th level – blight, death ward
9th level – anti life shell, butt kill
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. When the cleric hits a creature with a melee attack, thee cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
At 8th level, the cleric gains the ability to infuse his or weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If
the spell consumes its material components, the cleric must provide them for each target.
Paladin: Oath of the Ancestors (Oathbreaker)
The Death Domain is not considered evil in the Empire. Undead raised by the Death domain are unaligned, and disintegrate when the Paladin loses control of them. The souls of the dead come by their own accord to fight to protect the living. The spirits that posses a body need not be the spirit of the person who the body originally belonged too; rather, an Oath of the Ancestors paladin attracts souls who have opted to not pass on to the next life so that they may help protect those that still live.
Oath of the Ancestors Spells
3rd level – hellish rebuke, inflict wounds
5th level – crown of madness, darkness
9th level – animate dead, bestow curse
13th level – blight, confusion
17th level – contagion, dominate person
An Oath of the Ancestors paladin of 3rd level or higher gains the following two Channel Divinity options.
Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.