DND 5e GG’s DD Homebrew Classes

Reforger Artificer

Restoration Proficiency

3rd-level Reforger Artificer feature

When you adopt this specialization at 3rd level, you can add your proficiency bonus to Artisan Tools checks made to repair or restore a damaged or shattered object. You are considered proficient with the Artisan Tools while this bonus is applied.

Reforger Spells

3rd-level Reforger Artificer feature

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Reforger Spells

Artificer Level

Reforger Spells

3rd

Distort Value, Identify

5th

Heat Metal, Shatter

9th

Catnap, Tiny Servant

13th

Conjure Minor Elementals, Fabricate

17th

Animate Object, Greater Restoration

Magical Restoration

3rd-level Reforger Artificer feature

When you reach 3rd level, your maintenance training and your experiments with magic have paid off.

You now know the Mending cantrip if you don’t. This doesn’t count against the number of artificer cantrips you know. If you had already known the Mending cantrip, you now know the Guidance cantrip instead.

Reforgers’ Signature

3rd-level Reforger Artificer feature

At 3rd level, your experience in repairing objects have given you keen insight into what items are prone to wear and tear, allowing you to take necessary precautions.

Mark of Preservation

During a long rest, you can mark a number of objects you are touching up to your proficiency bonus or Intelligence modifier (whichever is higher). These objects that bear the Mark of Preservation cannot be shattered.

Your marks of preservation remain in an item indefinitely, but when you die, the marks vanish after a number of days equal to your Intelligence modifier (minimum of 1 day). No object can bear more than one of your marks at a time.

If you try to exceed your maximum number of marks of preservation, the oldest mark ends, and then the new mark applies.

If a mark is applied on an item that contains other things, like a bag of holding, its contents don’t benefit from the Mark of Preservation.

Marked objects other than weapons and armors can act as a spellcasting focus for you.

Reforge the Damaged

As an action, you can reforge one object that bears your Mark of Preservation. If the object suffered any notch of damage, all notches of damage the item bears are repaired. Furthermore, the item gains additional benefits based on its type that last for 10 minutes.

Weapon. The weapon gains a +1 bonus to its attack and damage rolls if it doesn’t already have a bonus. Furthermore, it deals an additional 1d6 fire damage on a successful hit. 

Armor. The armor gains a +1 bonus to its AC if it doesn’t already have a bonus. Furthermore, when a hostile hits the creature donning the armor with a melee attack, it takes fire damage equal to your Artificer level. 

Others. The object gains a +1 bonus to rolls made with it if it doesn’t already have a bonus. Furthermore, the object releases an aura over its carrier causing itself, all other carried and equipped objects to be invulnerable to further damage. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) until you finish a long rest.

Know Thy Objects

5th-level Reforger Artificer feature

When you reach 5th level, objects under your care are designed to last against wear and tear as you understand their mechanics.

Objects that bear your artificer infusions automatically gain a Mark of Preservation and its benefits. These marks don’t count against the number of objects that can bear your mark of preservation. Furthermore, you’re considered proficient with objects that bear your marks of preservation.

Greater Reforge

9th-level Reforger Artificer feature

At 9th level, your experience in conditioning objects has vastly improved, greatly increasing its power. This feature replaces “Reforge the Damaged”. Furthermore, objects that bear your Marks of Preservation are considered to be pure tempered.

As an action, you can reforge one object that bears your Mark of Preservation. If the object suffered any notch of damage, all notches of damage the item bears are repaired. Furthermore, the object is considered royal tempered and gains additional benefits based on its type that lasts for 1 hour.

Weapon. The weapon gains a +2 bonus to its attack and damage rolls if it doesn’t already have a bonus or have a bonus that is lower than a +2. Furthermore, it deals an additional 1d8 fire or radiant damage(your choice) on a successful hit.

Armor. The armor gains a +2 bonus to its AC if it doesn’t already have a bonus or have a bonus that is lower than a +2. Furthermore, when a hostile hits the creature donning the armor with a melee attack, it takes fire or radiant damage(your choice) equal to your Artificer level. 

Others. The object gains a +2 bonus to rolls made with it if it doesn’t already have a bonus or have a bonus that is lower than a +2. Furthermore, the object releases a 10-foot sphere aura, objects of your choice within the sphere are invulnerable to further damage. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of twice) until you finish a long rest. If you don’t have any uses left, you regain one use of this feature after you finish a sleep the night rest.

Perfect Preservation

15th-level Reforger Artificer feature

When you reach 15th level, you are able to create one Superior Mark of Preservation to indicate your mastery in this specialization. You can spend 8 hours to mark an object of your choosing with the Superior Mark of Preservation. 

Your Superior Mark of Preservation remains in an item indefinitely, even after you die. No object can bear both Superior and non-Superior Mark of Preservation at a time. 

If you try to mark more than one object with your Superior Mark of Preservation, the oldest mark persists, and then the new mark automatically fails. To mark a new object with your Superior Mark of Preservation, you must spend 8 hours in meditation with both your old and new objects within 5 feet of you. After 8 hours, you must make a DC = 30 Intelligence(Arcana) check. If you succeed, the mark is transferred from the old object to the new one. If you fail, you fall unconscious for 4d6 hours.

The object that bears your Superior Mark of Preservation gains the following benefits:

Weapon. The weapon gains a +3 bonus to its attack and damage rolls if it doesn’t already have a bonus or have a bonus that is lower than a +3. Furthermore, it deals an additional 2d6 fire, radiant, cold, lightning or thunder damage(your choice) on a successful hit.

Armor. The armor gains a +3 bonus to its AC if it doesn’t already have a bonus or have a bonus that is lower than a +3. Furthermore, when a hostile hits the creature donning the armor with a melee attack, it takes fire, radiant, cold, lightning or thunder damage(your choice) equal to twice your Artificer level. 

Others. The object gains a +3 bonus to rolls made with it if it doesn’t already have a bonus or have a bonus that is lower than a +3. Furthermore, the object releases a 15-foot sphere aura, objects of your choice within the sphere are invulnerable to further damage and repairs one notch of damage every dawn.

In addition, the object that bears your Superior Mark of Preservation is invulnerable towards all damage, aren’t affected by the natural flow of time and you are proficient with it. Furthermore, it has True Sight of 15 feet, Blindsense of 30 feet, Darkvision of 60 feet, Low Light Vision of 120 feet or Light Vision of 240 feet (your choice). You can mentally receive visual information from the object at will as long as the object is on the same plane of existence as you.

Lastly, when your physical body suffers fatal damage, you can transfer your soul into the object without using any action and your soul ceases to age, turning the object into your vessel which you can reside in while you seek for a new physical body.

On DM’s discretion, you can add more or exchange benefits or add curses to your Superior Mark of Preservation object.


Path of The Pride Barbarian

Pristine Appearance

3rd-level Path of The Pride Barbarian feature

When you are at maximum hit points and receive damage while raging, you regain 2d6 hit points. Any excess from the healing is turned into temporary hit points. These temporary hit points are lost when your rage ends. Furthermore, you can appear to not seem bloodied when you are and have advantage on Stress Saving Throws while raging.

The amount of healing you receive from this feature increases by 2d6 when you reach 11th level (4d6).

Perfect Fit

6th-level Path of The Pride Barbarian feature

When you rage, you and a number of allies up to your Constitution Modifier of your choice gain proficiency with the objects they are holding or wearing if they are not already proficient with them until your rage ends. If they are already proficient with them, their proficiency bonus is doubled for any roll they make that uses either of the held or worn objects until your rage ends. Lastly, if the objects are damaged, they work as if they are unnotched until your rage ends.

Barbarians’ Composure

10th-level Path of The Pride Barbarian feature

You cannot be charmed or frightened unless you allow so. Furthermore, you can add your Proficiency Bonus to any social check you make that doesn't already include your proficiency bonus when you are not wearing heavy armor or bloodied. Lastly, you can take the Help Action even when you don’t have the required proficiency when you are not bloodied.

Menacing Pride

14th-level Path of The Pride Barbarian feature

While raging, you can deal an amount of force damage equal to your Barbarian Level towards any creature within 60 feet of you that you can see or hear that only attacks or forces creatures other than you to make an ability check or saving throw on their turn. This feature can only be used once per turn.


College of Optimism Bard  (Revised)

Aura of Joy

3rd-level College of Optimism feature

You have a soul of joy that influences others to feel relaxed around you. You now know the Friends cantrip if you don’t. This doesn’t count against the number of bard cantrips you know. When you cast the cantrip through this feature, the creature doesn’t notice it’s affected by the cantrip and doesn’t get hostile towards you when the spell ends. If you use this feature on an ally, both you and the chosen creature heal a moderate(1d4) amount of stress if you maintain concentration for its full duration. You can use this feature once until you finish a short or long rest. 

Penetrating Optimism

3rd-level College of Optimism feature

Your optimism shines through the boundaries of death and failure, lifting your allies’ spirits while diminishing others. As an Action, you can expend one use of your Bardic Inspiration to motivate or intimidate a number of creatures of your choice within 60 feet of you that can see or hear you. The number of creatures you can motivate or intimidate equals the number rolled on the Bardic Inspiration die.

If the creature is an ally, it can reroll one attack roll, ability check or saving throw of its choice in the next 10 minutes. The creature can reroll after knowing the result but must use the new roll.
Furthermore, they make their death saving throws with advantage for the next 10 minutes if they didn’t reroll anything using this feature. You and the creature also don't gain stress from seeing an ally drop to 0 Hit Points for the duration.

If the creature you select is not an ally, it must succeed on a Wisdom Saving Throw against your spell save DC or be Frightened of you until it succeeds the saving throw. The creature can repeat this Wisdom Saving Throw at the end of its every turn. A creature that is immune to being Frightened automatically succeeds this saving throw.

Spring of Happiness

6th-level College of Optimism feature

Happiness flows out of you seemingly without an end, unconsciously lifting the spirits of your allies. At the end of a short, sleep the night or long rest, you and a number of friendly creatures up to your Charisma Modifier gain double the amount of healing granted by the Song of Rest feature and can heal 1 additional amount of stress.

At the end of a short, sleep the night or long rest, you and a number of friendly creatures up to your Charisma Modifier within 30 feet of you that can see or hear you can gain temporary hit points equal to your Bard level + your Charisma Modifier. A creature can't gain temporary hit points from this feature again until it has finished a short, sleep the night or long rest.

When a creature that has temporary hit points gained from this feature rolls a Bardic Inspiration Die given by you to add it to an attack roll, saving throw or ability check, you can sacrifice all its temporary hit points by muttering words of inspiration to allow it to use the highest number possible for your Bardic Inspiration Die instead of rolling.

Manifestation of Optimism

14th-level College of Optimism feature

Your aura shines bright as a beacon, guiding those around you out of the dark. 

Whenever a creature friendly to you that can see or hear you within 120 feet of you snaps and rolls for a mental affliction. You can allow the creature to roll on the mental affliction table twice instead of once. The creature can choose which of the d100s is used. If the creature gains a beneficial mental affliction, you can use your Reaction to expend one use of your Bardic Inspiration to gain the same benefit until the end of your next short, sleep the night or long rest.

When you or a willing creature that you can see within 120 feet of you drops to 0 hit points, you can use your Reaction to expend one use of your Bardic Inspiration to allow the creature to instead drop to 1 hit point and gain temporary hit points equal to your Bard level + your Charisma Modifier. Creatures that have temporary hit points granted by this feature receive the maximum (can use the highest number possible for each die) amount of healing from all sources.

You can use this feature a number of times equal to your Charisma Modifier. You regain all expended charges after you finish a long rest.


Survival Domain Cleric

Survival Domain Spells

Cleric Level

Spells

1st

Expeditious Retreat, Sanctuary

3rd

Mirror Image, Web

5th

Blink, Gaseous Form

7th

Greater Invisibility, Otiluke’s Resilient Sphere

9th

Circle of Power, Far Step

Bonus Proficiencies

1st-level Survival Domain Cleric feature

When you choose this domain at 1st level, you gain proficiency with heavy armor and herbalism kit.

Magical Fortress

1st-level Survival Domain Cleric feature

You learn the Blade Ward cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of touch, and you can cast it as a Bonus Action provided the creature you target haven't moved during this round, and after you use the Bonus Action, its speed is 0 until the start of your next turn.

Protected Envoy (Variant Feature)

1st-level Survival Domain Cleric feature

You learn the Blade Ward cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a Bonus Action provided the creature you target didn’t make an attack or casts a spell that affects an enemy creature during this round, and after you use the Bonus Action, the spell ends early if the warded creature makes an attack or casts a spell that affects an enemy creature that hasn’t made an attack or casts a spell that affects the warded creature during the spell’s duration.

Channel Divinity: Afterlife’s Denial

2nd-level Survival Domain Cleric feature

As an action, you choose a number of creature up to your Wisdom Modifier you can see within 60 feet of you, blessing or cursing them until you are Incapacitated, dead or after 10 minutes. 

If the creature is you or an ally of yours, they can drop to 1 hit point instead when they are reduced to 0 hit points but not killed outright, then teleport to an unoccupied space up to 150 feet away, then the blessing ends.

If the creature is a hostile beast or humanoid of medium size or smaller, they're cursed. When they're reduced to 0 hit points but not killed outright, they become a DM controlled monster with the "Zombie" stat black. It is neutral to you and your allies and remains animated until it is killed or after 1 hour passes.

Spell Tanker

6th-level Survival Domain Cleric feature

As an Action, you can end one spell of your choice on yourself and a number of willing creature up to your Wisdom Modifier within 60 feet of you that you can see by expending a spell slot. The level of the spell you end must be equal to or lower than the level of the spell slot you use.

Potent Spellcasting

8th-level Survival Domain Cleric feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Survivor

17th-level Survival Domain Cleric feature

At the start of each of your turns, you regain hit points equal to 5 + your Wisdom Modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. Furthermore, you regain 1 Hit Point when you’re stabilized. You also don’t suffer exhaustion caused by open wounds.


Fighter: Juggler

Artistic Combat

3rd-level Fighter: Juggler feature

You gain proficiency with one type of artisan's tools of your choice.

Thrown-Weapon Mastery

3rd-level Fighter: Juggler feature

You gain the following benefits:

  • When you make a ranged weapon attack with a thrown weapon(excluding Nets), their standard and long range are doubled for you.

  • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged weapon attacks made with thrown weapons.

  • When you miss a ranged weapon attack made with a thrown weapon against a creature within the thrown weapon’s standard range, you can cause the weapon to immediately bounce back into or return to your hand.

  • When you roll a Natural 1 on a ranged weapon attack made with a thrown weapon for the first time in Initiative, the thrown weapon suffers no notch of damage.

  • When you make a ranged weapon attack with a thrown weapon, their damage die increases by one size (d4 to d6, d6 to d8, d8 to d10 and d10 to d12) up to a limit of d12. If the target is bloodied, the damage die increases by one size again up to a limit of d12.

Thrilling Performance

7th-level Fighter: Juggler feature

You gain proficiency in the Performance skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, Perception or Intimidation.

Your proficiency bonus is doubled for any ability check you make that uses Performance. You receive this benefit regardless of the skill proficiency you gain from this feature.

Furthermore, when you roll a Natural 20 on a ranged weapon attack made with a thrown weapon. A number of friendly creatures within 120 feet of you that can see of your choice up to your Wisdom Modifier heal a major(1d6) amount of stress.

Additional Fighting Style

10th-level Fighter: Juggler feature

You can choose a second option from the Fighting Style class feature.

Eye for an Eye (Variant Feature)

10th-level Fighter: Juggler feature

If you or a creature that you can see within 30 feet of you is hit by an attack, you can roll 1d8 as a Reaction if you're wielding a weapon with the Thrown property. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, attacks against the attacker have advantage and the attacker is considered bloodied to you until the end of its next turn.

You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Vicious Throw

15th-level Fighter: Juggler feature

You can add your Proficiency Modifier to the damage you deal with any ranged weapon attack made with a thrown weapon. Furthermore, once per turn when you hit a creature with a ranged weapon attack made with a thrown weapon and deal damage, you can cause extra effects based on the damage type to apply.

  • Bludgeoning Damage. You can move the target 5 feet to an unoccupied space, provided the target is no more than one size larger than you and deal an additional 1d6 Bludgeoning Damage to it. It is also considered bloodied to you until the end of its next turn.

  • Piercing Damage. You can re-roll one of the attack’s damage dice, you must use the new roll and deal an additional 1d6 Piercing Damage to the target. It is also considered bloodied to you until the end of its next turn.

  • Slashing Damage. You can reduce the speed of the target by 10 feet until the start of your next turn and deal an additional 1d6 Slashing Damage to it. It is also considered bloodied to you until the end of its next turn.

Blood Blossom

18th-level Fighter: Juggler feature

You can make an additional thrown weapon attack against every bloodied creature that is within your thrown weapons’ standard range as a Bonus Action provided you haven't moved during this turn, and after you use the Bonus Action, your speed is 0 until the end of the current turn.


Way of Solitude Monk (Revised)

Ki of Seclusion

3rd-level Way of Solitude Monk feature

Following this tradition, you have learnt how to minimise the effects of exterior force on you by deflecting them with your Ki.

Whenever a creature hit you with an attack when you have taken the Dodge action, you can impose one of the following effects on yourself:

  • You can increase your AC by one roll of your martial arts die until the end of the current turn as a Reaction, potentially causing the attack to miss.

  • You can move up to half your speed (Rounded down) away from the attacking creature as a Reaction. This movement doesn’t provoke opportunity attacks.

  • As a Reaction, you can turn all critical attacks you suffer into normal hits until the start of your next turn. Any effects triggered by a critical hit are cancelled.

Detached Injuries

6th-level Way of Solitude Monk feature

You are trained so that injuries don't hinder you while you’re concentrated on other more important objectives. As long as you have at least 1 Ki Point, you don’t suffer any drawback from being bloodied.

As an Action, you can spend 1 Ki Point to suppress a level of exhaustion you gained from an open wound for up to 1 hour. In addition, immediately after a short rest, you can spend 1 Ki Point to fully heal a treated wound on yourself.

Lastly, when your hit points are lower or equal to half your maximum amount of hit points(Rounded down), you can grant yourself a number of temporary hit points equal to three rolls of your martial arts die. These temporary hit points last until you finish a short, sleep the night or long rest. You can use this feature once until you finish a short, sleep the night or long rest unless you spend 3 Ki Points to use it again.

Sufficient Body

11th-level Way of Solitude Monk feature

Following your tradition has taught you that the needs of your physical body is expendable if it brings a better result. As long as you have at least 3 Ki Points, you don’t suffer any drawbacks from having stage 5 hunger, thirst or fatigue until the start of your next sleep the night rest.

As an Action, you can exchange your physical wellbeing to regain expended Ki. For every stage of hunger, thirst or fatigue gain or a d8 or larger hit die or 8 hit points lost. You regain 1 expended Ki Point up to a limit equal to your Wisdom Modifier.

Lastly, when you finish a sleep the night rest or long rest with you having a number of Ki Points equal to or more than half your monk level(rounded up) remaining, you reduce one additional stage of hunger, thirst and fatigue, and regain an additional d8 hit die.

Aura of Isolation

17th-level Way of Solitude Monk feature

Your dedication to this tradition has caused your presence in the world to greatly fade.

Beginning at 17th level, when you take the Step of the Wind feature, you can take the Hide action as a Bonus Action on the same turn. In addition, while you are hidden from all hostile creatures, you can become magically invisible to all non-magical senses as an Action. This effect ends after the turn you attack, cast a spell, force a creature to make an ability check or saving throw, affect a creature with a harmful effect or after 1 minute.

Lastly, immediately before you make a Stealth Check, you can expend a number of Ki Points up to your Wisdom Modifier to grant a bonus to the check. For every Ki Point expended, you gain a +2 bonus to the Stealth check.


Oath of Divergence Paladin (Stupidly OP IMO)

Tenets of Divergence

Paladins of this oath believe in a variety of life. They swore to protect the freedom of the people’s future.

Freedom of Choice. Raise your words against those who pave and set other’s future in stone. They shall lead their own destiny.

Hint the Paths. Lend a helping hand to those lost in the present, show them the ripple that opens their life to new futures. They shall be unique in the world.

Realize the Consequence. Place no mercy in those that, in your eyes, walk the wrong path. They shall overcome their trials.

Oath Spells

3rd-level Oath of Divergence Paladin feature

At 3rd, 5th, 9th, 13th and 17th Paladin Levels, you gain two spells of 1st, 2nd, 3rd, 4th and 5th levels respectively. You can choose those spells from the Cleric or Paladin Spell List (or Spells with the Chronomancy tag at DM’s discretion). The spells selected are your Oath Spells.

Channel Divinity

3rd-level Oath of Divergence Paladin feature

You gain the following two Channel Divinity options.

  • Divergence Shift. You can use your Channel Divinity to change the course of actions creatures will take. As an Action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom Saving Throw. When a creature first takes an Action after failing the saving throw, it must change how it uses it Action or the Action is lost.

  • Sudden Convergence. You can use your Channel Divinity to clash multiple futures into a point in time, causing chaos. As an Action, you choose a point of your choice that you can see within 60 feet of you. All creatures within a 15-foot sphere centered on the point you have chosen must succeed a Dexterity Saving Throw or be Incapacitated and have their speed reduced to 0 until the end of your next turn.

Aura of Alternation

7th-level Oath of Divergence Paladin feature

You and friendly creatures within 10 feet of you can change how they use their Action or Bonus Action once per round. The creature can wait until after it rolls the d20 before deciding to use this feature but must decide before any effects are applied. For example, a creature in the aura makes an Attack with its Action and rolls a Natural 1, the creature can void the attack and use the Dodge Action instead.

At 18th level, the range of this aura increases to 30 feet.

Guardian of the Crossroads

15th-level Oath of Divergence Paladin feature

As a Reaction, you can void the effects you or a willing creature that you can see within 30 feet of you that are going to take. You can wait until after the d20 is rolled before deciding to use this feature but must decide before any effects are applied. For example, you failed a Dexterity Saving Throw to take half damage from the Fireball spell, you can use this feature to avoid all the effects of the spell, as if the Fireball spell wasn’t cast at all. However, other creatures that are subjected to the Fireball spell still make Saving Throws as normal and suffer the spell’s effects accordingly.

You can use this feature a number of times equal to half your Proficiency Bonus, rounded down. You regain any expended uses of this feature when you finish a long rest

Timeline Dominator

20th-level Oath of Divergence Paladin feature

As an Action, you can grant yourself greater power over the divergent timelines.  For 1 minute, you gain the following benefits:

  • Each creature of your choice within 120 feet of you doesn’t provoke opportunity attacks.

  • You can use your Guardian of the Crossroads feature without expending any uses of it.

  • You and friendly creatures within your Aura of Alternation can reroll their Action and Bonus Action instead of changing them. You must use the new roll.

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


Lone Wolf Conclave Ranger

Lone Wolf Magic

3rd-level Lone Wolf Conclave Ranger feature

You learn an additional spell when you reach certain levels in this class, as shown in the Lone Wolf Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Lone Wolf Spells

Ranger Level

Spells

3rd

Arcane Weapon

5th

Blur

9th

Psionic Blast

13th

Fire Shield

17th

Antilife Shell

Lasting Cache

3rd-level Lone Wolf Conclave Ranger feature

When interaction with other civilized beings are minimum to none, resources are hard to come by. You gain twice as much nourishment from food and water rations as you normally would. Furthermore, when you use a non magical object that has a limited number of uses(Such as Healer’s Kits), you can roll a d20. On a 16 or higher, the use is not expended. For Ammunition and Flask Dies, you can roll it with advantage. Lastly, whenever you critically fail a roll that will damage your equipment, you can roll a d4. Only on a 1 or 2 will your equipment gain a notch of damage. 

Independent Predator

3rd-level Lone Wolf Conclave Ranger feature

The time you have spent alone allows you to strike and defend against your prey efficiently when there are no hindrances. You have advantage on attack rolls against a creature if none of your allies that are not incapacitated is within 10 feet of the creature. Furthermore, you can take the Dodge Action as a Bonus Action when none of your allies is within 10 feet of you.

Backup Awareness

7th-level Lone Wolf Conclave Ranger feature

You are always on the lookout, as you know it’s better to be safe than sorry. First, even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger (as if you were scouting). While asleep, you are still half-aware of what's happening around you. You can roll Perception Checks while sleeping with disadvantage. In addition, you have a +5 bonus to your passive Wisdom (Perception). Lastly, you cannot be surprised and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you if you are aware of their existence.

Ferocious Berserker

11th-level Lone Wolf Conclave Ranger feature

While your hit points are lower than half your hit point maximum(Rounded up) and you take the Attack action on your turn, you can make one additional attack as part of that action. 

While your hit points are lower than half your hit point maximum(Rounded up), you can gain resistance against Bludgeoning, Piercing, and Slashing damage from non magical attacks for one minute as an Action. This feature can only be activated a number of times equal to half your Proficiency Bonus(Rounded down). You regain any expended uses when you finish a long rest.

First Blood

15th-level Lone Wolf Conclave Ranger feature

From your experience, striking fast and striking hard always give you the upper hand especially when facing multiple enemies alone. You have advantage on Initiative Rolls and can add your Dexterity Modifier to them. Furthermore, on your first round of combat, you can critically hit creatures that have not yet acted. In addition, creatures that have not yet acted automatically fail all Ability Checks and Saving Throws you force them to make on your first round of combat. At the end of your first turn, you can force all hostile creatures within 120 feet that can see or hear you to be Stunned until they succeed a Wisdom Saving Throw against your Spell Save DC which they can repeat at the end of their every turn.


Rogue: Magician

Magician Training

3rd-level Rogue: Magician feature

Being a magician is hard work that requires a lot of skills. You can don and doff any combination of clothing, armor and disguise that has a total number of bulk up to your Proficiency Bonus as a Bonus Action or Free Action. In addition, you can use your Dexterity Modifier to determine the number of inventory slots you have instead of your Strength Modifier.

Escape Magic

3rd-level Rogue: Magician feature

Being able to vanish off the stage is a great ending while vanishing in combat is a great escape. As an Action or Reaction, you can become invisible until the end of your next turn and teleport up to 30 feet to an unoccupied space that you can see. If you were non magically restrained, such as by manacles or a creature that has grappled you. You can escape from them as part of the Action or Reaction you used to activate this feature. You can use this feature once until you finish a short,sleep the night or long rest.

Pickpocket Magic

9th-level Rogue: Magician feature

Your nimble fingers allow you to seemingly summon objects out of others’ hands and vanish objects into thin air.

As a Bonus Action, you can summon any objects that are not being worn, carried or held by creatures, excluding you, within 30 feet of you that you can see into your free hand(s). If the objects are being worn or carried by a creature, you must make a Dexterity(Sleight of Hand) check contested by the target’s Wisdom(Perception) check (Your target can willingly fail this). If you succeed, the objects are summoned into your free hand(s). If you fail, the target can immediately take the Attack Action or the Cast A Spell Action targeting you with advantage and ignoring distance. The total amount of bulk of the objects summoned must be equal to or lower than your Proficiency Bonus.

Furthermore, you can add and sheathe any objects into your inventory without costing any action.

Mental Magic

13th-level Rogue: Magician feature

Your keen insight allows you to pierce people’s minds and leave doubt in them. After communicating for at least 1 minute with a creature within 60 feet of you that you and the creature can see and hear each other. You can make a Wisdom(Insight) check contested by the target’s Charisma(Deception) check. If you succeed, your target has disadvantage on all ability checks, attack rolls and saving throws for 1 hour. If you fail, you cannot use this feature on that target until you finish a long rest.

Minor Magic

17th-level Rogue: Magician feature

Your mastery in the arts of stage magic allows you to mimic minor magical powers. You now know the Druidcraft, Prestidigitation and Thaumaturgy cantrips. Furthermore, you can cast these cantrips in any combination without costing any action and ignoring all verbal, somatic and material components. Lastly, you can cast any 1st and 2nd level spells upcasted to 2nd level without expending a spell slot and ignoring all verbal, somatic and material components a number of times equal to your Proficiency Bonus. The spells cast through this feature cannot be dispelled and appears to be non-magical. You regain any expended uses when you finish a long rest.


Blood Origin Sorcerer

Bloodmancer’s Fortitude

1st-level Blood Origin Sorcerer feature

Your hit points maximum increases by 2, and it increases by 2 every time you gain a level in this class. Furthermore, when you roll a Sorcerer Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier (minimum of 6). In addition, you can spend one Hit Die to heal yourself as an Action. Lastly, you can appear to be Bloodied even though you are not and vice versa.

Blood Rituals

1st-level Blood Origin Sorcerer feature

Immediately before you cast a spell (excluding spells cast as a ritual), you lose a number of hit points equal to thrice the level of the spell you cast(1 hit point if the spell is a cantrip). In exchange, you can add your proficiency bonus to one of the spells’ damage rolls that doesn't already include your proficiency bonus and they don’t trigger magical burnout unless you allow it. Furthermore, You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.

At 11th-level, you can also add your Constitution Modifier to one of your spells’ damage rolls that don’t already include your Constitution Modifier

Crimson Metamagic

6th-level Blood Origin Sorcerer feature

As a Bonus Action, you can convert Hit Die into Sorcery Points. For every Hit Die spent, you gain 1 Sorcery Point up to a limit equal to your Constitution Modifier per Bonus Action. Furthermore, you can expend a Hit Die or 2 additional Sorcery Points to improve your known Metamagic(Excluding Twinned Spell), use unlearned Metamagic or use one additional Metamagic option on a spell when you are normally not allowed to as part of the same action used to cast the spell.

  • Greater Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell completely. Choose a number of those creatures up to your Constitution Modifier (minimum of one creature). A chosen creature automatically suffers no ill effects of the spell.

  • Greater Distant Spell. When you cast a spell that has a range of 30 feet or greater, you can triple the range of the spell.

    • When you cast a spell that has a range of touch or lower than 30 feet, you can increase the range of the spell by 30 feet.

  • Greater Empowered Spell. When you roll damage for a spell, you can reroll a number of the damage dice up to your Constitution Modifier (minimum of one). You can choose whether the new or old rolls are used.

    • You can use Greater Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Greater Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can triple its duration, to a maximum duration of 3 days.

  • Greater Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on all its saving throws made against the spell or give all targets of the spell disadvantage on their first saving throw made against the spell.

  • Greater Quickened Spell. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

    • When you cast a spell that has a ritual tag as a ritual, you can reduce the casting time by 10 minutes for this casting.

  • Greater Seeking Spell. If you make an attack roll for a spell and miss, you can reroll the d20 with advantage, and you must use the new roll.

    • You can use Greater Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Greater Subtle Spell. When you cast a spell, you can cast it without any somatic, verbal or material components without a cost. Furthermore, the spell is unperceivable through non-magical means.

  • Greater Transmuted Spell. When you cast a spell that deals damage, you can change the damage type(s) to another or a combination of any other damage type(s).

Note: Twinned Spell cannot be improved through this feature.

Optional Metamagic

  • Expanded Spell. When you cast a spell which effects are applied onto an area, such as Fog Cloud and Fireball, you can spend 3 sorcery points to increase the size of the affected area up to twice its original size(1 sorcery point if the spell is a cantrip).

  • Greater Expanded Spell. When you cast a spell which effects are applied onto an area, such as Fog Cloud and Fireball, you can increase the size of the affected area up to thrice its original size.

Life Siphon

14th-level Blood Origin Sorcerer feature

You can consume blood for nourishment instead of drinking and eating. When you deal damage to a creature other than Constructs or Undead with a melee attack or a spell, you regain a number of hit points equal to your Constitution Modifier at the end of your turn.

When you cause a creature other than Constructs or Undead to drop to 0 hit points, you can regain an expended d6 Hit Die as a Reaction. You can use this feature once until you finish a sleep the night or long rest, unless you spend 5 sorcery points to use it again.

Wings of Apocalypse

18th-level Blood Origin Sorcerer feature

As an Action, you can manifest a pair of blood wings from your back. Once you use this Action, you can’t use it again until you finish a long rest, unless you spend a Hit Die or 7 sorcery points to use it again.

While the wings are present, you have a flying speed of 60 feet and lose 5 hit points at the end of every hour. Furthermore, you can activate one of the following benefits per round.

  • As an Action, you can exert a 30-foot spherical aura centered on you until the end of your turn. All creatures other than Constructs or Undead that come in contact with the aura must succeed a Constitution Saving Throw against your Spell Save DC or be Poisoned until the end of your next turn. Furthermore, all non magical plants that come in contact with the aura will wither and rot in seconds.

  • As an Action, you can expend a Hit Die and select a creature other than Constructs or Undead that you can see within 60 feet of you. The creature must succeed a Constitution Saving Throw against your Spell Save DC with disadvantage or be Paralyzed until the start of your next turn.

  • As a Bonus Action, you can expend a Hit Die or 10 hit points to wrap your blood wings around yourself and solidify them, causing you to have the appearance similar to a statue stained with blood. Until the end of your next turn, you are Incapacitated, have resistance to all damage, can’t be moved unwillingly and your AC becomes 35.

The wings last until you're Incapacitated, you die, or you dismiss them as a Bonus Action.


The Explorer Patron Warlock

Expanded Spell List

The Explorer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Explorer Expanded Spells

Spell Level

Spells

1st

Jump, Wild Cunning

2nd

Knock, Levitate

3rd

Clairvoyance, Gaseous Form

4th

Arcane Eye, Locate Creature

5th

Legend Lore, Passwall

Explorer’s Guile

1st-level The Explorer Patron Warlock feature

Your patron’s knowledge of and interest in exploration rubs off on you, teaching you the ways of efficient travel. You gain proficiency in both Cartographer’s Tools and Navigator’s Tools or expertise in one of the above. Furthermore, you can halve the time needed by you and your allies to travel from one point to another by succeeding a DC 10 Intelligence(Cartographer’s Tools) and Intelligence(Navigator’s Tools) check at the start of the journey. Lastly, you aren’t affected negatively by natural weather when you are travelling at a medium or faster pace.

Patron’s Magic

1st-level The Explorer Patron Warlock feature
Your patron admires followers that are interested in exploration and thrive to unearth secrets of the unknown. You can cast spells from The Explorer Expanded Spell List without knowing them and expending spell slots. The spell you choose must be of a level no higher than your Spell Slot Level. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a sleep the night or long rest.

Explorer’s Hoard

6th-level The Explorer Patron Warlock feature

You have inherited the knowledge of your patron regarding item storage during your explorations. You can use your Intelligence Modifier instead of Strength Modifier to determine the number of Inventory Slots you have. Furthermore, you can travel encumbered without downsides for a number of hours equal to your Intelligence Modifier(a minimum of one). You regain any expended time when you finish a sleep the night or long rest.

As a bonus action, you create a wall of spectral treasure that swirls around you. Until the end of your next turn, you gain resistance to all damage. Once you use this feature, you can’t use it again until you finish a sleep the night or long rest.

Freedom of Exploration

10th-level The Explorer Patron Warlock feature

Your devotion to your patron has caused its exploration-loving spirit to touch and enhance your physical body. While you are not wearing medium or heavy armor or wielding a shield, you gain the following benefits:

  • You have a swimming speed and a climbing speed equal to your normal speed. 

  • You can use your Intelligence Score to determine how far and high you can jump.

  • Your movement is unaffected by non magical difficult terrain and other non magical effects that can reduce your speed.

  • You can spend half your movement(Rounded up) to automatically escape from non magical restraints, such as manacles or a creature that has grappled you.

Endless Exploration

14th-level The Explorer Patron Warlock feature

To continue your servitude to them, your patron quenches your physical needs so you can keep exploring in their names and interests. You no longer need to eat, drink, breathe and are immune to disease, poison and exhaustion while you’re not in sanctuaries. Furthermore, you suffer none of the frailty of old age, can stop yourself from ageing at will and can't be aged magically when unwilling.

You also can extend parts of your patron’s blessing to your companions. You and a number of willing creatures of your choice up to your Intelligence Modifier can grant advantage to a number of rest and camp actions they make equal to their Proficiency Bonus on a sleep the night rest. This amount is halved(Rounded down) on a short rest.


School of Controlled Magic Wizard

Lawful Magic

2th-level School of Controlled Magic Wizard feature

You’ve been taught and trained to respect the chaotic flow of magic and bring order to it. When you roll a 1 or 2 on your Burnout Die, you can prevent the burnout events from triggering as a Reaction. You can use this feature a number of times equal to your Intelligence Modifier (a minimum of once) or Proficiency Bonus, whichever is higher. You regain all expended uses when you finish a long rest.

Chaotic Magic

2th-level School of Controlled Magic Wizard feature

You’re also taught how to let the chaotic flow of magic play its role and guide your spells. Whenever you cast a spell that requires you to make attack rolls or your targets to make saving throws, you can grant advantage to one of your attack rolls or impose disadvantage on one of your target’s saving throws as a Bonus Action by shrinking your Burnout Die by one size. This feature cannot be used if your Burnout Die is a d4 or smaller.

Controlled Spells

6th-level School of Controlled Magic Wizard feature

Your breakthrough in magical formulas has helped you understand the way magic flows in certain spells thoroughly, allowing you to exert greater control over them. Choose a number of wizard spells from your spellbook equal to your Intelligence Modifier (a minimum of one), these spells count as Safe Magic for you. In addition, whenever you cast Safe Magics, you can trigger burnout at will.

Whenever you finish a long rest, you can replace one Safe Magic granted by this feature with another wizard spell from your spellbook.

Controlled Backlash

10th-level School of Controlled Magic Wizard feature

Your school isn't content with just manipulating the flow of magic to perform miraculous feats, you also learnt how to endure and filter out magical backlashes. Immediately after you roll on the Burnout Consequences table and obtain a negative consequence, you can reverse the negative consequences into positive ones as part of the same action used to cast the spell. You can use this feature once per long rest.

For example, when you roll on the Burnout Consequences table and obtain the Reduced [Lose (spell level /2) hit dice] consequence, you regain (spell level/2) hit dice instead.

Controlled Zone

16th-level School of Controlled Magic Wizard feature

Your dominating aura has bent the flow of magic in the area around you to act according to your wishes, granting you a few benefits. 

  • You can roll your Burnout Die with advantage.

  • You have advantage on checks made to maintain concentration on a spell.

  • A 10-foot cube originates from you as the point of origin. This area is your Regional Magic Zone, all creatures (including you) within this area must add a modifier (default is 0) that is determined by you to the size of their normal Burnout Die. As an Action, you can change the modifier to a +1, 0 or -1. If the modifier is a -1, you can choose to be not affected by it. While you are taking a sleep the night rest or long rest, you can extend this area outwards to cover the whole camp.

  • While you are blinded, either willingly (Ex: Closing your eyes) or unwillingly, you gain Truesight up to 5 feet and Blindsight up to 60 feet as long as magic flows in those areas.

Homebrew Log

College of Optimism Bard

Aura of Joy

3rd-level College of Optimism feature

You have a soul of joy that influences others to feel relaxed around you. You now know the Friends cantrip if you don’t. This doesn’t count against the number of bard cantrips you know. When you cast the cantrip through this feature, the creature doesn’t notice it’s affected by the cantrip. If you use this feature on an ally, both you and the chosen creature heal a moderate(1d4) amount of stress if you maintain concentration for its full duration. You can use this feature once per short rest. 

Penetrating Optimism

3rd-level College of Optimism feature

Your optimism shines through the boundaries of death and failure. When a willing creature that you can see within 60 feet of you fails an attack roll, an ability check or saving throw, you can use your reaction to expend one use of your Bardic Inspiration to allow the creature to reroll the die. The creature must use the new result. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses on a long rest.

Furthermore, you and your ally don't gain stress from seeing a creature that has a Bardic Inspiration Die given by you drop to 0 Hit Points. In addition, dying creatures that have a Bardic Inspiration Die given by you make their death saving throws with advantage.

Spring of Happiness

6th-level College of Optimism feature

Happiness flows out of you seemingly without an end, unconsciously lifting the spirits of your allies. At the end of a short or long rest, you and up to a number of friendly creatures equal to your Charisma modifier can heal 1 additional amount of stress and the amount of healing received from the Song of Rest feature is doubled.

At the end of a short or long rest, you and up to a number of friendly creatures equal to your Charisma modifier within 30 feet of you who can see or hear you can gain temporary hit points equal to your Bard level + your Charisma modifier. A creature can't gain temporary hit points from this feature again until it has finished a short or long rest.

When a creature that has temporary hit points from this feature rolls a Bardic Inspiration Die given by you to add it to an attack roll, saving throw or ability check, it can sacrifice all its temporary hit points to use the highest number possible for your Bardic Inspiration Die instead of rolling.

Manifestation of Optimism

14th-level College of Optimism feature

Your aura shines bright as a beacon, guiding those around you out of the dark. Whenever a creature friendly to you that can see or hear you snaps and rolls for a mental affliction. You can allow the creature to roll on the mental affliction table twice instead of once. The creature can choose which of the d100s is used. If the creature gains a beneficial mental affliction, you can use your reaction to expend one use of your Bardic Inspiration to gain the same benefit until the end of your next short or long rest.

When you or a willing creature that you can see drops to 0 hit points, you can use your reaction to expend one use of your Bardic Inspiration to allow the creature to instead drop to 1 hit point and gain temporary hit points equal to your Bard level + your Charisma modifier. You can use this feature twice per long rest.

If the creature that drops to 0 hit points has a Bardic Inspiration Die given by you, it can use its reaction to toggle this feature instead. Each creature can only use the feature this way once per long rest. These activations don’t count against the number of uses you have.

Creatures that have temporary hit points granted by this feature receive the maximum (can use the highest number possible for the die) amount of healing from all sources.

College of Optimism Bard (Partially Revised)

Aura of Joy

3rd-level College of Optimism feature

You have a soul of joy that influences others to feel relaxed around you. You now know the Friends cantrip if you don’t. This doesn’t count against the number of bard cantrips you know. When you cast the cantrip through this feature, the creature doesn’t notice it’s affected by the cantrip. If you use this feature on an ally, both you and the chosen creature heal a moderate(1d4) amount of stress if you maintain concentration for its full duration. You can use this feature once until you finish a short or long rest. 

Penetrating Optimism

3rd-level College of Optimism feature

Your optimism shines through the boundaries of death and failure, lifting your allies’ spirits while diminishing others. As an Action, you can expend one use of your Bardic Inspiration to motivate a number of creatures of your choice within 60 feet of you that can see or hear you. The number of creatures you can motivate equals to the number rolled on the Bardic Inspiration die.

If the creature is an ally, it can reroll one attack roll, ability check or saving throw of its choice in the next 10 minutes. The creature can reroll after knowing the result but must use the new roll.
Furthermore, they make their death saving throws with advantage for the next 10 minutes if they didn’t reroll anything using this feature. You and the creature also don't gain stress from seeing an ally drop to 0 Hit Points for the duration.

If the creature you select is not an ally, it must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until it succeeds the saving throw. The creature can repeat this Wisdom saving throw at the end of its every turn. A creature that is immune to being Frightened automatically succeeds this saving throw.

Spring of Happiness

6th-level College of Optimism feature

Happiness flows out of you seemingly without an end, unconsciously lifting the spirits of your allies. At the end of a short, sleep the night or long rest, you and a number of friendly creatures up to your Charisma Modifier gain double the amount of healing granted by the Song of Rest feature and can heal 1 additional amount of stress.

At the end of a short, sleep the night or long rest, you and a number of friendly creatures up to your Charisma Modifier within 30 feet of you that can see or hear you can gain temporary hit points equal to your Bard level + your Charisma Modifier. A creature can't gain temporary hit points from this feature again until it has finished a short, sleep the night or long rest.

When a creature that has temporary hit points gained from this feature rolls a Bardic Inspiration Die given by you to add it to an attack roll, saving throw or ability check, you can sacrifice all its temporary hit points by muttering words of inspiration to allow it to use the highest number possible for your Bardic Inspiration Die instead of rolling.

Manifestation of Optimism

14th-level College of Optimism feature

Your aura shines bright as a beacon, guiding those around you out of the dark. 

Whenever a creature friendly to you that can see or hear you within 120 feet of you snaps and rolls for a mental affliction. You can allow the creature to roll on the mental affliction table twice instead of once. The creature can choose which of the d100s is used. If the creature gains a beneficial mental affliction, you can use your Reaction to expend one use of your Bardic Inspiration to gain the same benefit until the end of your next short, sleep the night or long rest.

When you or a willing creature that you can see within 120 feet of you drops to 0 hit points, you can use your Reaction to expend one use of your Bardic Inspiration to allow the creature to instead drop to 1 hit point and gain temporary hit points equal to your Bard level + your Charisma Modifier. Creatures that have temporary hit points granted by this feature receive the maximum (can use the highest number possible for each die) amount of healing from all sources.


You can use this feature a number of times equal to your Charisma Modifier. You regain all expended charges after you finish a long rest.

Way of Solitude Monk

Ki of Seclusion

3rd-level Way of Solitude Monk feature

Following this tradition, you have learnt how to minimise the effects of exterior force on you by deflecting them with your Ki.

Whenever a creature hit you with an attack when you have taken the Dodge action, you can impose one of the following effects on yourself:

  • You can increase your AC by one roll of your martial arts die until the end of the current turn as a Reaction, potentially causing the attack to miss.

  • You can move up to half your speed (Rounded down) away from the attacking creature as a Reaction. This movement doesn’t provoke opportunity attacks.

  • As a Reaction, you suffer no additional effects from being critically hit by attacks until the start of your next turn.

Detached Injuries

6th-level Way of Solitude Monk feature

You are trained so that injuries don't hinder you while you’re concentrated on other more important objectives. As long as you have at least 1 Ki Point, you don’t suffer any drawback from being bloodied.

As an Action, you can spend 1 Ki Point to suppress a level of exhaustion you gained from an open wound for up to 1 hour. In addition, immediately after a short rest, you can spend 1 Ki Point to fully heal a treated wound on yourself.

Lastly, when your hit points are lower or equal to half your maximum amount of hit points, you can grant yourself a number of temporary hit points equal to three rolls of your martial arts die. These temporary hit points last until you finish a sleep the night or long rest. You can use this feature twice per long rest.

Sufficient Body

11th-level Way of Solitude Monk feature

Following your tradition has taught you that the needs of your physical body is expendable if it brings a better result. As long as you have at least 3 Ki Points, you don’t suffer any drawbacks from having stage 5 hunger, thirst or fatigue until the start of your next sleep the night rest.

As an Action, you can gain a stage of hunger, thirst or fatigue or lose a d8 or larger hit die or 8 hit points. In return, you regain 1 expended Ki Point. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Lastly, when you finish a sleep the night rest or long rest with you having a number of Ki Points equal to or more than half your monk level(rounded up) remaining, you reduce one additional stage of hunger, thirst and fatigue, and regain an additional d8 hit die.

Aura of Isolation

17th-level Way of Solitude Monk feature

Your dedication to this tradition has caused your presence in the world to greatly fade.

Beginning at 17th level, when you take the Step of the Wind feature, you can take the Hide action as a Bonus Action on the same turn. In addition, while you are hidden this way, you can become magically invisible to all non-magical senses as an Action. This effect ends after you attack, cast a spell, force a creature to make an ability check or saving throw, affect a creature with a harmful effect or after 1 minute.

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