Classes

Circle: Circle of the Maithiúnas

Druidic becomes Speak with Plants

Circle Spells
Your mystical connection the Maithiúnas infuses you with the ability to cast certain spells. Once you gain access to a Circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
        3rd – Guiding Bolt, Mind Spike

         5th – Blight, Meld Into Stone

         7th – Guardian of Nature, Dimension Door

         9th – Insect Plague, Verdant Revelation

Wild Shape
Starting at 2nd level, you can use your action to magically assume an Arcane, Divine, or Dimension Form. You can use this feature twice. You maintain these forms for 1 minute. You regain expended uses when you finish a short or long rest.

Arcane Form
Your eyes glow blue-purple in this form. As an action, you swallow a mote and emit a 30 foot cone of fire, cold, lightning, thunder, or force damage for 2d6 damage. You gain resistance to the same damage type for the duration of this shape.
At level 4, the cone may now turn corners and does 3d6 damage.

Divine Form
Your eyes glow white-purple in this form. As an action, you command the motes to alter the terrain around one creature you can see within 60 feet. They may cause a sudden shaking of the earth, unexpected flooding, a shift in gravity, or something else normally impossible. The target must make a saving throw against the caster's spell save DC or fall prone (or be restrained, depending on the effect you create) until the end of your next turn.
At level 4, the terrain alteration becomes more energetic, doing 1d6 damage as well, if they do not save, and half that if they do. The damage type depends on the terrain alteration.

Dimension Form
Your eyes glow purple in this form. As a bonus action, you direct a mote to move 30 feet from your present location. You may direct it 30 additional feet per turn as a bonus action. As a reaction, you may teleport and switch places with this mote.
At level 4, you may move the mote 40 feet per turn. If it is up against a wall or ceiling, you stick to the wall or ceiling.

Quickened
You gain the ability to use Wild Shape on your turn as a bonus action.

Forest for the Trees
You make a simple gesture, indicating to an allied creature within 30 feet that they should perform an action, and sending a telepathic message of 25 words or fewer. The target chooses either the Dash, Disengage, Dodge, Attack (single weapon attack only), or Cast a Spell (a cantrip with a casting time of one action) actions. The target uses their reaction to perform that action. You also take the same action when you use this ability.

Entangled Roots
During a long rest, you may meditate, reaching out to the Maithiúnas with one question. The answer will be 25 words or less, and as true as possible given the Maithiúnas' understanding.

Maithiúnas' Blessing
At level 6, the mystical connection between the druid and the Maithiúnas deepens, granting them enhanced protection and support. The druid gains the following benefits:

Maithiúnas' Harmony
At level 10, the druid's attunement to the Maithiúnas reaches a pinnacle, allowing them to tap into its immense power and influence over the natural world. The druid gains the following benefits:

Maithiúnas' Eminence
The druid becomes a conduit of the Maithiúnas' divine energy at level 14, embodying its essence and gaining extraordinary abilities. The druid gains the following benefits:

Spell Name: Verdant Revelation
Spell Level: 9th level
School: Transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a leaf from the Maithiúnas tree and a handful of earth)
Duration: Concentration, up to 1 minute

Description: Verdant Revelation is an awe-inspiring spell that channels the immense power and essence of the Maithiúnas, enveloping the caster and the surrounding area in a vibrant, pulsating aura of life and nature. As the spell is cast, the air becomes charged with anticipation, and the ground beneath the caster trembles with ancient energy.

Upon completion of the casting, the caster and all creatures within a 30-foot radius centered on themselves are infused with the primordial forces of nature. Their bodies and spirits become one with the living essence of the Maithiúnas, granting them unparalleled vitality, resilience, and control over the natural world.

While under the effects of Verdant Revelation, the caster and affected creatures gain the following benefits:

1.  Regenerative Vigor: Each round at the start of their turn, creatures regain a number of hit points equal to their maximum hit points divided by 10. This rejuvenating energy persists as long as concentration is maintained.

2.  Nature's Fortitude: Affected creatures gain advantage on all saving throws against spells and magical effects that would deal damage or impose negative conditions.

3.  Environmental Harmony: The caster and affected creatures gain control over the immediate environment. They can shape and manipulate vegetation, causing plants to grow, vines to entwine, and flowers to bloom. Additionally, they can calm or incite natural creatures within the area, fostering cooperation or averting aggression.

4.  Maithiúnas' Shield: The caster and affected creatures are surrounded by an aura of swirling energy, granting them resistance to all forms of damage, including magical damage.

5.  Nature's Wrath: Once per turn, as a bonus action, the caster or an affected creature can unleash a wave of raw nature's power. This manifests as a beam of radiant energy that deals 10d10 radiant damage to a single target within 60 feet. The target must make a Dexterity saving throw, taking half damage on a successful save.

Verdant Revelation represents the ultimate communion with the Maithiúnas, infusing the caster and their allies with the very essence of nature's vitality, resilience, and destructive power. It is a spell of great significance and is rarely granted to those deemed worthy by the Maithiúnas itself, serving as a testament to their devotion to the preservation and harmony of the natural world.

Domain: The Qodam

Qodam Domain Spells
Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare per day.
        1st – Absorb Elements, Cause Fear
        3rd – Comprehend Languages, Crown of Madness

         5th – Banishment, Bestow Curse

         7th – Evard’s Black Tentacles, Xisin’s Binding
9th – Dominate Person, Xovos’ Revelation

Turn Undead becomes Turn Fiends and Abominations

Rephai'im's Fury
At first level, you can move through other creatures and objects as if they were difficult terrain. Each creature you move through takes 1d10 psychic damage. No creature can take this damage more than once per turn. You take 1d10 force damage if you end your turn inside and object.

Eyes of Iara
At first level, you gain proficiency in Arcana and Religion, or Expertise in one of your choice. You gain proficiency in Shields.

Channel Divinity: Inlir's Path
At second level, you present your holy symbol and evoke fate for everyone of your choice within 30 feet of you. Each charmed, frightened, stunned, or possessed creature within 30 feet may choose to end the condition.

Aros' Resilience
At 6th level, you gain enhanced resilience inspired by Aros, the Godx of Affliction. You have resistance to necrotic and psychic damage. Additionally, when you succeed on a saving throw against a spell or an effect that would impose the poisoned or diseased condition, you can use your reaction to grant yourself or an ally within 30 feet advantage on their next attack roll or saving throw.

The Hand of Ustus
At 8th level, you gain the ability to channel the unpredictable nature of Ustus, the God of Change. As an action, you can choose a creature you can see within 60 feet of you and invoke the transformative power of Ustus upon them. The target must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the target's physical form begins to twist and morph, causing their abilities and attributes to become unpredictable.

For the next minute, the target gains one of the following benefits:

Once you use this feature, you can't use it again until you finish a long rest.

Ascendance of the Qodam
At 17th level, you achieve the pinnacle of your connection to the Qodam. You gain the following benefits:


Xisin’s Binding
7th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You reach out and forge a spiritual bond between two creatures of your choice that you can see within range. The creatures must both make a Wisdom saving throw. On a failed save, their souls become bound together for the duration. While bound, the creatures share a telepathic link and have advantage on all saving throws, skill checks, and attack rolls as long as they are within 30 feet of each other.

Additionally, whenever one of the creatures takes damage, the other creature can use their reaction to magically absorb a portion of that damage. The absorbed damage is divided equally between them. If one of the creatures drops to 0 hit points while bound, the other creature gains temporary hit points equal to the remaining hit points of the fallen creature, and their maximum hit points increase by that amount until the bond ends.

Xovos’ Revelation
9th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a holy symbol of your deity and a pearl worth at least 1,000 gp, which are consumed by the spell)
Duration: Concentration, up to 1 hour

You tap into the immense knowledge and wisdom of the collective Xovos, granting you unparalleled insight into the workings of the world and the future. For the duration, you gain the following benefits:

While under the effects of Xovos’ Revelation, you become a beacon of divine knowledge and insight, transcending mortal limitations. Your mind becomes attuned to the truths of the universe, granting you unparalleled clarity and understanding. This spell allows you to manipulate the destinies of others, bending their will to your command and uncovering the deepest secrets they harbor.


Martial Archetype: Dimensional Warlord

Gaze Through Eternity
At 3rd level, your defensive prowess allows you to halt the progress of your foes. Hostile creatures cannot move through your space. If a hostile creature is within 10 feet of you, the weight of space and time bears down upon them. If they attempt to move to another space that is further than 10 feet from you, they must first make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If they fail, they lose the ability to move farther away from you for the remainder of their turn unless they inflict damage upon you after failing their saving throw.
As a bonus action, you may cast silence, centered on yourself.

Move Through Eternity
Also at 3rd level, you may tear a portal through this dimension, into another, and back out again, large enough for one or two arms and a weapon. This portal may go out to 60 feet. It remains open long enough for one action and one bonus action (or two actions if using Action Surge). Withdrawal from the portal does not instigate an Attack of Opportunity.
At the end of this turn, roll a d20. With a roll of 1, something else follows you back through the dimensional portal.

Rift Strike
At 7th level, you gain the ability to channel the chaotic energies of the dimensional rifts into your strikes. When you hit a creature with a melee weapon attack, you can choose to expend a use of your Dimensional Warlord feature to infuse the attack with dimensional energy. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes an additional 2d6 force damage and is pushed 10 feet away from you. On a successful save, the target takes half damage and isn't pushed.

Unravel Reality
At 10th level, your connection to the fabric of reality strengthens, allowing you to disrupt magical effects and protective barriers. As an action, you can choose a creature, object, or magical effect within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is affected by an antimagic field for 1 minute. The target's magic items and spells are suppressed while in the field, and any ongoing magical effects in the area are temporarily dispelled. Once you use this feature, you can't use it again until you finish a short or long rest.

Rift Convergence
At 15th level, you gain the ability to manipulate the dimensional rifts to bring forth multiple versions of yourself. As an action, you can choose to duplicate yourself, creating up to three illusory duplicates of yourself that last for 1 minute. These duplicates move and act in sync with you, mimicking your actions perfectly. While the duplicates are active, you gain advantage on Dexterity saving throws and have resistance to all damage. Additionally, when you hit a creature with a melee weapon attack, all duplicates can make a weapon attack against the same target as a reaction. Once you use this feature, you can't use it again until you finish a long rest.

Reality Sunder
At 18th level, you gain the ability to temporarily tear holes in reality, disrupting the fabric of space and time itself. As an action, you can create a massive dimensional rift in a 30-foot cone originating from you. All creatures within the cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 10d10 force damage and is pushed 30 feet away from you. On a successful save, a creature takes half damage and isn't pushed.

Additionally, the intense energies of the rift temporarily weaken the barriers between dimensions. For the next minute, you gain the following benefits:

Once you use this feature, you can't use it again until you finish a long rest.


Fighting Styles:

Riftwalker Style While using this style, you focus on exploiting the dimensional rifts to your advantage, gaining increased mobility and versatility in combat.

Temporal Defense Style This style emphasizes the Dimensional Warlord's ability to manipulate time and space to protect themselves and their allies.



Oath: Oath of Meohmair

Oath Spells
Once you gain an Oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare per day.
        3rd –  Detect Magic, Shield
        5th –  Augury, Moonbeam

9th – Conjure Elemental, Banishment

13th – Stoneskin, Moteform

17th – Foresight, True Seeing



Divine Sense becomes Divine Awareness:
Starting at 3rd level, your connection to the ever-shifting world of Meohmair grants you heightened intuition and the ability to discern falsehoods. Whenever you hear a spoken statement, you have a chance to know if it is a lie.

Whenever a creature within 60 feet of you makes a Charisma (Deception) check to tell a lie, you can use your Divine Awareness to sense their dishonesty. The creature must make a Charisma saving throw against your spell save DC. On a failed save, you know that the creature's statement is false. On a successful save, you are unable to determine the truthfulness of the statement.

Additionally, you gain proficiency in the Insight skill if you don't already have it. If you already have proficiency in Insight, you double your proficiency bonus when making Insight checks.


Channel Divinity

Starting at 3rd level, you may channel divinity to cause the following effects.
        Mother's Grasp
        As a reaction, you can cause the terrain to rise up, using your Channel Divinity. The land around you erupts into a shield in front of any creature of your choice that you can see within 10 feet, blunting 1d6+3 damage. You may use this ability a number of times equal to your Charisma modifier. A long rest restores all uses.
At 5th level, the range extends to 30 feet.

        Father's Voice
        As an action, you can use your Channel Divinity feature to summon the vigor of the very earth to lend power to your voice. Each fey, celestial, fiend, and aberration within 30 feet of you must make a Wisdom saving throw against your Paladin spell save DC. On a failed save, the creature is turned for 1 minute. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
        A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you or take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Emprex’s Embrace
At 7th level, you gain the ability to call upon the protective embrace of the earth itself. As an action, you can create an aura of protective energy that extends 10 feet from you for 1 minute. While within this aura, you and friendly creatures gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, you and friendly creatures have advantage on saving throws against being knocked prone or moved against your will. Once you use this ability, you can't use it again until you finish a long rest.

Everlasting Resilience
At 15th level, your connection to the ever-changing world of Meohmair enhances your resilience. You gain the following benefits:

 

Meohmair's Ascendancy
At 20th level, you become the embodiment of Meohmair's power and the ultimate guardian against otherworldly threats. You gain the following benefits:

 

Moteform

4th-level Transmutation Spell

Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of earth or stone)

Duration: Concentration, up to 1 hour

You tap into the essence of Meohmair, channeling its ever-shifting nature to transform your body into a resilient form of motes. As you cast this spell, your physical form disassembles, becoming a swirling mass of colorful motes resembling fragments of the world itself.

While under the effects of Moteform, you gain the following benefits:

Once you cast this spell, you can't cast it again until you complete a long rest.

Moteform embodies the ever-changing and unpredictable nature of Meohmair. This spell grants the Paladin temporary motelike form, enhancing their mobility, resilience, and offensive capabilities. It allows them to navigate through obstacles and unleash bursts of force against nearby foes, harnessing the essence of the world itself.



Patron: The Many Unknown

The Patron of The Many Unknown is an enigmatic and ever-evolving entity that comprises multiple powerful beings from the realm of Meohmair, each shrouded in mystery. These diverse patrons, collectively known as The Many Unknown, have formed an unconventional pact with the warlock, drawing upon their combined influence and granting the warlock a fragment of their respective powers. The warlock's connection to The Many Unknown is unique, as they are unaware of the individual identities or true nature of each patron. Instead, they are bound to a collective force that transcends their understanding.

 

At the heart of The Many Unknown lies the relentless pursuit of personal agendas, motives, and desires. Each patron within this collective entity seeks to further their own ambitions, which often align with the warlock's goals but may diverge at times. The intricate web of relationships, power struggles, and shared interests among The Many Unknown creates an ever-shifting dynamic, making the warlock's role as their conduit unpredictable and filled with intrigue.

 

Expanded Spell List for Patron: The Many Unknown:

1st - Chromatic Orb, Detect Good and Evil

2nd - Alter Self, Detect Thoughts

3rd - Aura of Vitality, Melf's Minute Meteors

4th - Arcane Eye, Confusion

5th - Dominate Person, Telekinesis

 

Shroud of the Unknown

At 1st level, you emanate an aura of enigmatic energy that shields your mind and emotions from prying eyes and invasive magic. You gain the following benefits:

 

·         Resistance to psychic damage: You have an innate resilience against psychic assaults, allowing you to shrug off the harmful effects of psychic energy.

·         Mind Veil: Your thoughts and emotions are concealed from others, making it difficult for them to discern your true intentions or glean information from your mind. You are immune to any effect that would allow other creatures to sense your emotions, read your thoughts, or scry on you. This protection extends to divination spells and magical effects that would attempt to pry into your mind or gather information about you.

 

The Shroud of the Unknown enhances your ability to maintain secrecy and privacy, safeguarding your thoughts, emotions, and intentions from those who would seek to exploit or manipulate them. It fortifies your mind against psychic intrusions and grants you an aura of mystique and enigma, making it challenging for others to unravel the secrets hidden within.

 

Veil of Secrets

At 6th level, you gain the ability to weave an impenetrable Veil of Secrets that shrouds you from prying eyes and shields your mind from intrusive forces. As an action, you can activate the Veil of Secrets, gaining the following benefits for a duration of 1 hour:

 

1.      Mind's Sanctuary: Your mind becomes impervious to psychic intrusion. You have advantage on saving throws against spells and effects that would read your thoughts, manipulate your emotions, or attempt to scry on you.

2.      Cloaked Presence: You become veiled from magical detection. You are considered under the effect of the Nondetection spell, making it incredibly challenging for divination magic to locate or perceive you.

3.      Illusory Camouflage: You gain the ability to alter your appearance and blend seamlessly into your surroundings. As an action, you can make yourself appear as an ordinary, unremarkable individual or adopt the appearance of a specific person known to you. This illusion remains until you dismiss it or use this feature again.

 

While the Veil of Secrets is active, your true identity, thoughts, and intentions remain concealed, making it difficult for others to discern your motives or uncover your secrets. The Veil acts as a shield against magical intrusion and provides you with the ability to mask your presence, ensuring that you can operate with utmost discretion and maintain the element of surprise.

Once you use this feature, you can't use it again until you finish a long rest, regaining your connection to the elusive and enigmatic forces that empower The Many Unknown.

 

Echoing Power

At 10th level, your connection to the Many Unknown grants you the ability to harness the power of echoes, residual energies left behind by your patrons. Whenever you cast a spell of 1st level or higher that deals damage, you can use your bonus action to channel the residual energy, creating a powerful echo of the spell. The echo manifests as an ethereal duplicate of the original spell, mimicking its effects with uncanny precision.

 

The echoing spell duplicates the original spell in all aspects, including damage, range, and targets. However, it does not require any spell slots or material components to cast. The echoing spell uses your spellcasting ability modifier for any spell attack rolls or saving throw DCs. Additionally, the echoing spell does not consume any additional spell slots beyond the original casting.

 

Once you use this feature, you can't use it again until you finish a short or long rest. However, if you score a critical hit with an echoing spell, you regain the use of this feature and can immediately use it again without expending a spell slot.

 

The power of echoes amplifies your destructive potential, allowing you to unleash devastating barrages of arcane energy. With a single spell, you can create a symphony of echoing spells, overwhelming your foes with a relentless assault of magical force. Through your connection to the Many Unknown, you become a conduit for their vast and diverse powers, weaving together a tapestry of destruction that echoes throughout the battlefield.

 

 

Boundless Union

At 14th level, your connection to the Many Unknown reaches its pinnacle, granting you an unprecedented union with multiple patrons simultaneously. You become a vessel for their combined powers, tapping into a wellspring of immense arcane energy.

As an action, you can enter a state of Boundless Union for 1 minute. During this time, you gain the following benefits:

 

 

Once you use this feature, you can't use it again until you finish a long rest.

 

Boundless Union represents the culmination of your pact with the Many Unknown, granting you the ability to harness the collective powers of your patrons. With this ultimate unity, you transcend the limitations of serving a single patron and become a conduit for the infinite potential of multiple patrons combined. The raw arcane energy surges through you, empowering your spells, and granting you access to a wider array of abilities. In this state, you are a force to be reckoned with, wielding the essence of the Many Unknown in an awe-inspiring display of magical prowess.


Rogue Archetype: Changemaker

Ustus' Kiss
Starting at third level, when you attack a creature within melee range as an action, you twist strands of chance around their fate. On a hit, the target's attack rolls and ability checks are rolled at disadvantage for the next minute.

Chance's Vitality
At third level, you may make a melee attack against a creature that has a number of Hit Dice no greater than your level + proficiency bonus and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature's. Roll a d100 and increase or decrease the number rolled by any number up to your Dexterity modifier, then find the result on the Hit Point Flux Table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature's normal maximum are temporary hit points that last for 1 round per your Dexterity modifier.

Hit Point Flux Table
Roll HP
01-09 0
10-39 1
40-69 25 percent of total
70-84 50 percent of total
85-94 75 percent of total
95-99 100 percent of total
100 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per your Dexterity modifier.