Movement - movement is a resource gained at the start of each turn, allowing you to do certain amounts of movement.
Move; Move your movement distance as normal.
Ram; Reduce your speed by 10 ft to make an extra unarmed attack.
Stand; Use half your movement to stand up from prone.
Grapple Move; Move a creature, halves your movement speed.
Climb; Uses your climb speed or otherwise halves your base movement speed.
Swim; Uses your swim speed or otherwise halves your base movement speed.
Drop Prone; Drop to the ground, costs no movement and grants a bonus to hiding if one attempts.
Crawl; While prone you can crawl, which halves movement speed.
Slide; If you took a Dash action, you can drop prone for a number of feet of movement equal to 1/3rd your base movement speed.
Difficult Terrain; Halves movement speed.
High Jump; You can jump a number of feet maximum equal to your Strength Score or Dexterity Score. The jump costs 5ft per 5ft jumped.
Long Jump; You can jump a number of feet maximum equal to your Strength Score or Dexterity Score. The jump costs 5ft per 5ft jumped.
Mount; You can spend half your movement to mount a creature that is within 5 feet of you. If you attempt to mount an unwilling creature you must make a competing check of Acrobatics (Dexterity or Strength) against it’s Athletics (Dexterity or Strength).
Brace; You can spend half your movement speed to brace, granting yourself a +5 to all saves and ability checks to avoid being moved against your will. This condition ends when you move away from the surface or object you used to brace yourself, or when you become incapacitated. Additionally if you are on a creature when bracing, you have advantage on attack rolls against that creature on the next turn after bracing.
Position; You can move yourself around on a large or larger creature by positioning yourself using 1/3rd of your movement speed, granting either half cover, three-quarters cover, or full cover depending on what the DM deems reasonable, this can be cover against the creature you are riding or against creatures attacking you not on the creature or both.
Fall; If you are not flying and are in air, you will fall 500 feet or to the ground if it’s within range at the end of your turn. Every 10 feet fallen up to 500 feet results in 1d6 damage taken. Falling costs no movement.
Actions - you have 1 action by default for every turn, an action is the primary form of interaction in combat.
Attack; Make an attack. You can use your main hand and offhand if duel wielding or using multiple weapons or items.
Cast Spell; Some spells require an action to cast.
Grapple; Make a melee attack to grab onto a creature. If the target is equal in size or smaller, you grapple it, if the target is larger than you and the DM determines you can’t grapple it, you can climb on it. Climbing on a creature counts as difficult terrain.
Shove; Make a melee attack to shove a creature. If the target is equal in size or smaller, you can shove it, if it is larger than you can push off of it.
Dash; You can double your base movement speed.
Disengage; You can disengage from combat.
Dodge; Enemies targeting you have disadvantage on attacks against you.
Escape; You can escape a grapple.
Use Shield; You can equip or unequip a shield.
Hide; If you are not in direct line of sight of an enemy, you can attempt to hide with a Stealth check.
Search; You can make an Investigation or Perception check to search for something or someone.
Help; Give advantage on specific permitted checks to an ally.
Class Feature; Use an action based class feature.
Use Object; Some objects require an action to interact with or use.
Swap; Grab any item from your inventory.
Brace; Use brace as detailed in Movement.
Store Action; store an action or bonus action. This stored action must be stated but can be used at any point until you expend that stored action or store a different action.
Bonus Actions - you have 1 bonus action by default for every turn, a bonus action is taken on your turn at the same time as your action and movement.
Unarmed Attacks; Make an attack using your head, tail (if you have one), and/or feet.
Cast Spell; Some spells require a bonus action to cast.
Drink Potion; Consume a potion.
Class Feature; Use a bonus action based class feature.
Use Object; Most objects require a bonus action to interact with or use.
Guard; Your ally cannot be targeted by attacks but you can be. Cancels out if ally tries to guard you as well or moves out of melee reach.
Evade; You gain a +1 to your armor class against opportunity attacks.
Dart; Add half your movement speed after all other movement bonuses to your overall movement for that round. You can use this bonus action a number of times equal to either your Strength or your Dexterity modifiers, using whichever is higher (minimum of 1) per encounter.
Balance; Shove actions by enemies are made at disadvantage and you gain advantage on saves against being knocked prone.
Swap; Switch out an item you are holding with one prepared and/or laying in reach.
Deep Breath; Take in a deep breath of air (for if fighting underwater for example).
Distract; Draw a creature’s attention towards you with a Performance check.
Jump; You can jump as a bonus action instead of movement.
Ready; Prepare an action and/or bonus action that you can take before the start of your next turn. You cannot make more than one attack or use a spell above a cantrip.
Reactions - you have 1 reaction by default for every turn, a reaction is taken when something in the environment changes.
Prepared Opportunity Attack; Make an attack, which you prepared using a minor action, against an enemy leaving your attack range.
Readied Action; Use your readied action against an enemy.
Cast Spell; Some spells require reactions to cast.
Prepare Item; You can prepare an item to be swapped on your turn.
Prepare Quick-Action; You instantly use an action at the start of your next turn before you consider movement, actions, or bonus actions.
Minor Actions - you have 2 minor actions by default for every turn, you can take a minor action at any point during your turn or before your next turn.
Prepare Opportunity Attack; You prepare to make an opportunity attack, you can only use 1 minor action to do this on your turn.
Item Interaction; You use an item which doesn’t require an action or bonus action to use, such as a button or dropping an item or using the Trick property on weapons.
Skill Check; You can make an Skill roll which doesn’t require an action or bonus action.
Drop Concentration; You drop concentration on a spell.
Hand Gesture; You can wave your hand or make a gesture using your hand.
Custom Action; You can make an attempt to do something outside the system of rules described.
Vocal Actions - you have 1 vocal action each turn which you can spend at any point between the start of your turn and before the start of your next turn. This action is spent if you cast a spell with a verbal component during your turn.
Insult; You roll a Performance check to make an enemy infuriated at you, the enemy makes a charisma save, on a fail they will be enticed to target you, if the DM decides it is how they react. Alternatively you can use Animal Handling for creatures which are more animalistic.
Intimidate; Make an Intimidation check against an enemy which has seen your skill, they roll a Charisma save against your intimidation and on a fail they are affected by the frightened condition till they succeed.
Impress; You can attempt to impress a creature with a Performance check. On a success you can either apply a -2 or a +2 bonus to their next attack or saving throw. This bonus stacks with other bonuses. You cannot impress the same creature twice in the same combat unless the DM deems you have performed an action which would decidedly allow them to permit it.
Surrender; You may attempt to negotiate surrender with an enemy, making either a Persuasion check if genuine or a Deception check if attempting to make the targets drop their guard. The combat immediately ends on a success, if you used Deception you may reroll your imitative.
Tactics Actions - you have 1 tactics action per turn which allows you to take advantage of your position in relation to others and enemies.
Flank; If an ally is opposite to you, and thusly flanking, across a target creature, you can grant yourself and that ally advantage on all attack rolls until either one of you breaks the flanking, the enemy moves into a space where you are no longer flanking, or you or the ally are incapacitated.
Shield Wall; If you and an ally within 5ft of you are wielding shields, you may attempt to make a shield wall, granting all allies within 5ft of any ally included in the shield wall a +1 to AC.
Blockade; If a creature attempts to move past you, you may force it to make a Dexterity save against your Athletics check, on a fail the creature has it’s speed reduced to 0.
Spear Wall; When a creature attempts to dash towards you to gain advantage of the Ram movement feature, you can use a melee weapon with reach to negate its attack.
Called Shot; You can make a called shot, taking a -2 penalty to your attack roll for a special result, such as targeting eyes to blind, weapons to disarm, or limbs to incapacitate, with a successful hit granting a result determined by the GM and player. Damage is applied as normal.
Exploit; You can make a called shot against a creature with an exposed weak spot without taking a penalty to hit.
Free Actions - free actions do not take any form of action but will have a limit based on what the DM deems reasonable. Additionally most options outside of anything listed will fall under free actions.
End Turn; You can end your turn.
Chatter/Shouting/Whispering; you can talk, shout, or whisper normally as a free action.
Drop an Item; you can drop an item you are holding.
Adjust Clothing; you can make a slight adjustment to your clothing or armor.
Acknowledgement; You can give an ally or enemy acknowledgement.
Expression; You can roll your eyes, shrug shoulders, cry, smile, nod, grind teeth, cough, sneeze, facial expression, or other behavioral expressions.
Breathe; you normally do this.
Quick Scan; you can request details of the environment which don’t require a roll, such as furniture or objects, and can request specifics like breakable objects.
Adjust Grip; you can adjust your grip on a weapon or thing.
When fishing the DM should use a Random Encounter table for aquatic creatures or fish in the environment the fishing is occurring in.
The fisher rolls 2d6 and adds their survival bonus, which determines their starting pool of Fishing Dice.
The fisher must then begin fishing with a Patience Test; both the Player and DM roll dice. A player rollihng a Charisma Check and the DM rolling a D20 and adding a d4 to the result. If the fisher rolls higher, they succeed, on a failure however the fisher looses one of their of Fishing Dice and must try again until they succeed or run out of Fishing Dice or give up, representing the time spent fishing.
Once the fisher succeeds, the DM rolls a random aquatic creature or picks a creature which takes the bait. The creature that takes the bait must roll 2d6 and add either their Strength, Dexterity, or Constitution modifier, based on what's most fitting, and this makes up the fish's Fishing Dice.
The fisher and fish then will make competing checks to catch or resist being caught, starting a Fishing Skill Challenge.
A fisher and fish can both add a d4 to any roll made to catch the fish/resist being caught. Whoever reaches 0 Fishing Dice first looses, if the fish looses then the fisher catches the fish, if the fisher looses then the fish escapes.
The fisher and fish at the start of the skill challenge both will roll initiative to start the challenge, using their skills & abilities to combat each other. The checks as follows;
Fish First; (Reduces Fisher Fishing Pool by 1 if Fish wins)
Hang On Test = Fish Dex or Str vs Fisher Athletics.
Snap The String = Fish Dex vs Fisher Slight Of Hand.
Pull To Depths = Fish Con vs Fisher Str Save
Fisher First; (Reduces Fish’s Pool by 1 if Fisher wins)
Reel In = Fisher Str Or Dex vs Fish Str
Steady Exhausting = Fisher Str vs Fish Con
Morale Reduction = Fisher Cha vs Fish Dex
A fisher or fish can also apply other skill checks if they can explain how they would aid them. If one of the 2 characters uses the same check twice in a row, the other creature gets advantage. So forcing a fish to make a save against Reel In twice will allow the fish advantage on subsequent attempts against Reel In.
To understand the full magic of Silver Trails is not necessary to understand magic as a whole, however I will give a basic rundown of how magic works within the setting of Silver Trails.
Thaums are the base measurement of arcane energies in the universe of Silver Trails. The more thaums in an environment the stronger the magic that can come out of it. Thaums are absorbed by living or pseudo-living organisms (such as plants, beasts, undead, or life mimicking automatons), which can then use this thaumial energy by expelling it as Mana.
Mana is categorized as External and Internal.
External Mana is more typical spell casting reliant on spells, this is predictable, repeatable, and does not rely on the caster as heavily, though to apply it requires a creature capable of replicating the required motions and actions for the spells. This magic is manifest in familiar ways, such as through spells like Fireball or Mending, it is easy to access and rarely deviates from it's base functions.
Internal Mana however is far more reliant on the user. This is signature to the individual's soul and manifests in more unique and unpredictable ways, however it keeps consisten typing, for example a fire based internal mana user cannot use water based internal mana, they can still use water spells using external mana, but their internal mana will always be based around fire like abilities. Additionally, internal mana may manifest in ways that are unique, for example two individuals can have powers focused around plants, however where one controls growth the other manipulates movements, causing both to ultimately use their techniques in unique ways. However techniques may also manifest in repeatable ways, this being more reliant on individuals of certain behaviorisms and natures which are close with others of similar behaviorisms and natures. A user of a lightning technique may pass their unique lightning technique down in their family over several generations for example, or a user with a blade technique may teach their blade technique to someone of similar resolve to themselves. Usually when a technique is acquired through learning from another, the technique is naturally stronger than it's previous iterations making it naturally more optimal to train others within your unique skill if you wish to see the technique reach it's maximum power.
To continue, thaumial energy is not limited to living things, and certain resources can generate from dense thaumial impact on an environment, such as Deep Lead or Celestial Gold which will be detailed later.
The way External Mana operates is equivelent to vanilla D&D spellcasting. I suggest using the Spell Point system for this.
Spell points are equal to the following.
1st TierSpell = 2 Spell Points
2nd Tier Spell = 3 Spell Points
3rd Tier Spell = 5 Spell Points
4th Tier Spell = 6 Spell Points
5th Tier Spell = 7 Spell Points
6th Tier Spell = 9 Spell Points
7th Tier Spell = 10 Spell Points
8th Tier Spell = 11 Spell Points
9th Tier Spell = 13 Spell Points
When it comes to how many points you have, as a Full Caster, you can use the following chart.
1st Level = 4 Points
2nd Level = 6 Points
3rd Level = 14 Points
4th Level = 17 Points
5th Level = 27 Points
6th Level = 32 Points
7th Level = 38 Points
8th Level = 44 Points
9th Level = 57 Points
10th Level = 64 Points
11th Level = 73 Points
12th Level = 73 Points
13th Level = 83 Points
14th Level = 83 Points
15th Level = 94 Points
16th Level = 94 Points
17th Level = 107 Points
18th Level = 114 Points
19th Level = 123 Points
20th Level = 133 Points
When it comes to half casters, warlocks, and quarter casters, refer to the Spell Slot system and replace slots with the equal Tier amount of Spell Points.
Further details on Spell Points are detailed on P288 of the Dungeon Master's Guide for 5e D&D.
When determining your Internal Mana you will use the following.
Choose an ability score which is your dominant score, so for a Cleric this will be Wisdom as it is their spellcasting ability, though they can use any score, for the case that a Cleric decides to use Strength or Constitution. You will take your Ability Score plus your Level and then multiply the result by 2 to get your maximum Internal Mana Pool. An example is 18 in Strength plus Level 5 times two. This is called your Internal Mana Pool.
(18 + 5) * 2 = 46 Internal Mana Pool
You can use an amount of Internal Mana per turn that is dependent on your Ability Modifier plus your Proficincy Bonus times two. With an 18 in strength, you have a +4 as your Modifier, and at level 5 you have a Proficincy Bonus of +3, then take the result times two. This is called your Thaum Tap.
(4 + 3) * 2 = 14 Thaum Tap
Any Class regardless of if they have magic or not can use this system.
When it comes to regaining Internal Mana it depends on what your class is.
For Full Casters, they regain Internal Mana by spending Spell Points, 1 Spell Point is worth 2 Internal Mana. They can spend up to half their Thaum Tap in Spell Points to regain Mana as an action.
For Half Casters, Warlocks, and Quarter Casters, they can do the same as Full Casters but they also regain half their Intenral Mana on a Long Rest.
For Martial Classes, they regain all Internal Mana on a Long rest.
In normal D&D your skills are based on a D20 as is most things, however with my Skill System you will need to use a d100. Additionally, unlike D&D this skill system instead relies on your actual ability scores, rather than your modifiers.
When calculating your skill stats, you take your Ability Score, then multiply the score by 15 for your Skill Points in that stat.
Strength, Dexterity, Constituion, Intelligence, Wisdom, and Charisma Skill Points are all different, so do not mix their individual pools.
When you increase an Ability Score, such as with the Ability Score Improvement feature of all classes, you gain 15 skill points to spend on relevant skills related to that Ability Score. Additonally when given a choice to take a Feat outside of your ASIs, you can instead take 30 skill points which can be spent anywhere.
If you have a trait that gives Experties, you can use it as described, with the addition being it doubles your bonus in any skill. For example if you have 30 in Acrobatics, then if you also have Experties, you will treat that 30 as a 60.
Extra Details:
Due to the way skills in normal D&D are attached to classes you normally would not be able to aquire most skills in this system, however we ignore D&D's limits for this system.
In the case of Backgrounds with skill options, you instead will take 15 additional skill points to spend where you wish per maximum number of skills you can get from your background.
Lastly, every time you level up you gain 15 additional skill points which can be spent freely.
Athletics
Climb
Swim
Acrobatics
Slight of Hand
Conceal
Drive Vehicle [pick a type of vehicle
Locksmith
Resist Disease/Physical Curse
Resist Poison/Drugs/Alcohol
Resist Temperature Extreme
Arcana
Technology
Alchemy
History [pick a location]
Investigation
Nature [pick biome]
Religion
Occult
Artifacts/Antiques
Geology
Other Language [other language]
Animal Handling
Insight
Medicine
Perception
Prayer
Survival
Ride Mount
Listen
Navigate
Spot Hidden
Tracking
Concentration
Conceal/Reveal Object
Lip Reading
Resist Mental Curse
Deception
Persuasion
Bargain
Disguise
Acting
Bribery
Conversation
Trading
Wardrobe/Style
Flirt
Throw
Brawling/Knock Out
Wrestling/Grappling
Physical Endurance
Inventory
Intimidation
Contortionist
Tinkering/Mechanics
Party Stealth
Surgery
Aiming
Pick Pocket
Trickery
Acupuncture
Trap Disarming
Stealth
Art/Craft [pick a type]
Dance
Instrument [pick an instrument]
Forgery
Ventriloquism
Performance
Resist Pain/Torment
Hygiene/Personal Care
Calmness
Mental Endurance
Discern Threat
Library Use
Archiving
Mapping
Ailment/Illness Analysis
Human Perception
Weakness Insight
Interrogation
Streetwise
Read Emotions
When determining the difficulty of rolls, you can use the following for an example of difficulty rating on rolls.
DC 25 = Very Easy
DC 50 = Easy
DC 75 = Medium
DC 100 = Difficult
DC 125 = Hard
DC 150 = Very Hard
DC 200 = Extreme
DC 225 = Super Extreme
DC 250 = Supernatural Expertise
DC 275 = Nearly Impossible
No matter what, on a 1 you fail with the most realistic worst result, on a 100 you succeed with the most realistic best possible result, leaving a 1 in 100 chance for success or failure no matter the roll, depending on what the GM determines.
Afflicting [Condition]. When using a weapon with the Afflicting property, when you strike 5 over a target's AC or you hit the target with a critical strike, the target takes the condition listed in [Condition].
Charge. When you or a creature you are riding takes the dash action and you are weilding a weapon with this property, you can make a single attack as part of the action.
Range [x/x]. A weapon with this trait has a short range of [x], and a long range of the second [x], when you make an attack using this weapon, you can hit a target that is within range of the first [x] normally, or you can hit a target that is in range of the second [x] at disadvantage. This attack is made using your dexterity.
Thrown [x/x]. A weapon with this trait has a short range of [x], and a long range of the second [x], when you make an attack using this weapon, you can hit a target that is within range of the first [x] normally, or you can hit a target that is in range of the second [x] at disadvantage. This attack is made using your strength.
Reach [x]. You can hit a target that is within range of [x] when you make an attack using this weapon.
Ammunition [x, ammo]. When you use this weapon you can have a number of ammunition equal to [x] loaded at a time. The type of ammo this weapon requires is in [ammo].
Reload [x, x]. When a weapon has this property, you must reload your weapon when it is out of charges/ammo, the first [x] is how much ammo you can reload at a time, and the second [x] is how many actions you must use to reload a single time.
Finesse. When making attacks with a weapon with this property you use your dexterity instead of strength to make the attack.
Adaptable [x]. When using a weapon with this trait you can choose to use the damage listed in [x] instead of the normal weapon's damage type.
AoE [x]. When using a weapon with this trait, you create an Sphere damage area around the area you strike, the [x] is how many feet from the center of the sphere you impact, all creatures in that area must make a DC8 + the user's proficiency bonus + the user's ability modifier used for the attack. On a failed save, the damage is dealt to the creature.
Versitile [x]. When using this weapon you can hold it with one hand or two hands, when one handed you deal the normal damage of the weapon, however when wielding it two handed you deal the damage listed in [x].
Thrown Versitility [x]. When using this weapon, you can use it in melee for the normal damage, however if you throw the weapon it deals the damage listed in [x].
Prone Versitility [x]. When using this weapon, if you are prone, you do not have disadvantage using this weapon, additionally, you deal the damage listed in [x] instead of it's normal damage. You deal the normal damage when not prone.
Two-Handed [x]. When wielding this weapon one-handed you have disadvantage on the attack, you need to wield it two-handed in order to attack without disadvantage.
Light. When wielding a light weapon, you can use your bonus action to make an extra attack using it.
No-Chop. When wielding a weapon with this property, you suffer a -2 penalty if the target is standing within 5ft of an ally which is not further than the target from you.
Splitting [x]. When you deal damage with this weapon, you can choose to split the damage among multiple targets.
Cleaving. When making an attack with this weapon, any creatures within 5 ft of the target that are in attack range will take an amount of damage equal to your damage modifier.
Multiattack [x]. When taking the attack action with this weapon, you can multiply the number of attacks you can make in a turn by [x]. This multiplier is applied after all other attacks and abilities, doubling the total attacks of that turn.
Bonus Attack [x]. When you take the attack action using this weapon, you can make as many additional attacks as listed in [x].
Quick-Draw. When drawing weapons normally you require your action, however when you have an item with this trait in your inventory, you can draw it without spending your action.
Barrier [x]. When a creature enters your reach, you can make an opportunity attack, if you make an attack and hit, the target cannot move in a direction you choose while in your attack range.
Armor Pierce [x]. When you make an attack with this weapon, you can ignore an amount of the target's AC equal to the [x].
Guard [x]. When an enemy makes an attack against you, you can use your reaction to reduce the damage by an amount detailed in [x].
Heavy [x]. This weapon requires a Strength score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Eloquent [x]. This weapon requires a Dexterity score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Draining [x]. This weapon requires a Constitution score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Complex [x]. This weapon requires a Intelligence score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Focus [x]. This weapon requires a Wisdom score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Aura [x]. This weapon requires a Charisma score detailed in [x] to wield. Otherwise the user has disadvantage on using this weapon.
Arcane [x]. You can substitute your Strength/Dexterity (depending on the type of weapon) for the ability listed in [x] when considering bonuses for this weapon attacks and damage.
Summon [x, x]. You can summon a number of the weapon's summons equal to the first [x], and the summon has HP equal to the weapon's second [x]. Summons are limited to the range of the weapon, and deals the damage listed on the weapon's damage.
Overheat [x, x, x, xft.]. When using this weapon for a number of attacks equal to the first [x], you must wait for the weapon to cool down for an equal number of rounds, if you ignore the cooldown and continue beyond the Overheat limit, then when you roll an attack below the second [x], the weapon explodes dealing the third [x] worth of damage to all creatures within the fourth [x] worth of feet in a sphere.
Crank Charge [x]. Every time you use a weapon with this trait you can add an additional attack per turn up to a maximum amount of attacks at a time equal to [x].
Loud [x]. The weapon creates a noise which is loud enough to be clearly heard up to [x] number of feet.
Ease of Use. You do not need proficiency with a weapon using this trait to gain the attack bonus. This does not effect the damage bonus which you still need proficiency for.
Flail [x]. When using this weapon while not proficient, if you roll a natural 1 with this weapon, you will strike yourself with the weapon and take half the damage of the attack.
Anti-Large [x]. When attacking a creature any size larger than the wielder, this weapon deals an additional damage dice of damage to the target.
Drag. When wielding a weapon in hand with this trait, the user's speed is reduced by 5 ft. unless they have a trait such as Powerful Build.
Draw [x]. When trying to draw this weapon, you will need to use a number of actions over possibly multiple rounds equal to [x].
Attached. When wielding a weapon with this trait, if an attack or ability would disarm you of this weapon, the weapon does not get disarmed unless your limb wielding this weapon is removed.
Pugilist. When making attacks using a weapon with this trait, if your unarmed attack does more damage than the weapon, you instead have the damage dice of your unarmed attack increased by one and use that as the damage (maximum d12), additionally attacks made with this trait are considered unarmed.
Flourish [x]. When using a weapon with this trait, during a fight if a number of rounds equal to [x] have passed, you gain access to any weapon abilities attached to this trait. Once using one of this weapons special abilities, the round timer resets and you have to wait to gain access to use of this weapon's abilities.
Trick [alt]. When using this weapon, you can spend your bonus action to swap to the [alt] mode, switching the weapon to the traits listed under this trait, the weapon functioning as an entirely different weapon until you use a bonus action to switch it back.
Addled. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks, attack rolls, and saves.
Bewildered [x]. You can't cast spells over the level tier of [x], additionally you are limited to spells with a casting time of 1 action, 1 bonus action, or 1 reaction and cannot use spells with concentration.
Bleeding [x]. At the end of each turn you take damage equal to the value detailed in [x]. This repeats until you regain any amount of hit points, a creature uses a healer's kit to stop the bleeding, or the condition is set to end.
Blinded. A blinded creature fails any ability check that requires sight. Attacks against a blinded creature are made at advantage, attacks made by a blinded creature are at disadvantage.
Furyblighted. If you haven't dealt damage to something since the start of your previous turn, you loose 1d10 hit points at the end of your turn. Additionally any healing given to you while under this condition is halved.
Burning [x, type]. At the end of each of your turns you take an amount of damage equal to [x] using the damage type detailed in [type]. This condition can be ended if a reasonable action is taken to end it (e.g. using water to put out fire or acid based burning or using fire to end frostburn).
Bloodied. While bloodied, you are visibly weakened to enemies. You automatically have this condition when below half your current maximum hitpoints.
Charmed. While charmed you cannot attack or target the creature which charmed you with harmful abilities or magical effects. The charmer has advantage on checks to socially interact with a charmed creature.
Chilled. While under this condition, you can't use Reactions, your speed is halved, and you can't make more than one attack per turn regardless of abilities.
Clean. While clean, creatures trying to track the clean creature using scent based perception checks automatically fail to pick up the clean creature's scent, and clean creatures gain advantage on saves against Disease or Corruption effects.
Clumsy. While under this condition, a creature has disadvantage on Dexterity based attack rolls, ability checks, and saving throws.
Comfortable [x]. While comfortable, you gain advantage on saves against the Exhausted, Frightened, Infuriated, Jinxed, Regressed, Sickened, or Weakened conditions. Additionally, if you are proficient in a saving throw, you gain a bonus to it equal to [x].
[type] Corruption [x/10]. A corrupted creature undergoes gradual mutation and mental shifts, dictated by the specific corruption [type] (such as Lycanthropic, Eldritch, or Vampiric). The [x] tracks the progression, starting at 0 (dormant) and progressing to 10 (complete transformation). Most corruption effects are treated as diseases or curses and can be ended by spells or abilities that affect those.
Dazed. While dazed, on your turn, you either move or take an action, but not both. You cannot do Bonus Actions or Tactics Actions under this condition.
Deafened. While deafened, the affected creature cannot hear sounds, and a deafened creature automatically fails any ability check requiring hearing.
Defenseless. While defenseless, attack rolls against you are made at advantage.
Dirty. You have disadvantage on saving throws against Diseases and Corruption effects.
[type] Disease [x]. A diseased creature undergoes gradual deterioration dictated by the specific disease [type] (such as Cackle Fever, Sewer Plague, Sight Rot). The [x] tracks the progression, starting at 0.
Distracted. While distracted you cannot take reactions.
Disenchanted. While disenchanted, you cannot deal; Cold, Fire, Lightning, Necrotic, or Thunder damage, you additionally cannot impose the following conditions through spells or magic; Blinded, Charmed, Paralyzed, Poisoned, or Petrified. Spells like lesser restoration clears this condition.
Enfeebled. While enfeebled, you have disadvantage on Strength based attack rolls, ability checks, and saving throws.
Entangled [DC x]. A creature under this condition is considered Immobilized and Defenseless. The impacted creature can attempt to make an attempt to break free with an Athletics or Acrobatics check equal to [DC x]. You can also end the condition if the source of entanglement is destroyed.
Exhausted [x/10]. While exhausted you take a negative to your Attack Rolls, Ability checks, and Saving Throws equal to [x]. This negative can stack up to 10 levels. If the status attempts to increase past 10 levels, the affected creature is made unconscious until they have slept for a duration of 8 hours, after which they reduce exhaustion by 1 level.
Frightened. While frightened you cannot willingly move closer to the source of the frightened condition. Additionally any roll made in opposition to the source of this condition while the source is within sight of an affected creature is made at disadvantage.
Frozen [DC x]. While frozen you are immobilized and defenseless. Additionally you take doubled damage from bludgeoning weapons. Another creature can end this condition by destroying the source of the condition, or you can break free by achieving an escape roll equal to or greater than [DC x].
Grappled. While grappled you are immobilized until the source of the grappled condition is no longer grappling you.
Helpless. Any attack made against you is automatically a critical hit.
Immobilized. Your movement speed is reduced to 0 and you cannot benefit from any bonus to your speed. Additionally if you were flying, you will fall to the ground.
Incapacitated. An incapacitated creature cannot take actions or reactions.
Infested [x/x]. While under this condition, a creature also Distracted, Slowed, and Dazed. At the start of each of that creature's turns, the first [x]'s value is increased by the second [x]. At any point, the infestation can be removed, however it requires a Medicine check of DC10, on each attempt, the target takes an amount of damage equal to the current number in the first [x]'s position. A spell such as Lesser Restoration ends the condition without dealing the damage.
Infuriated [x]. While infuriated, the target creature gains a bonus to damage equal to [x]. The creature also ignore an amount of damage equal to [x] once on their turn. However, if the infuriated creature has not dealt damage since the start of their previous turn, then this condition becomes inverse and they take a negative to their attacks equal to [x] and do not have the ability to ignore damage. The condition does not invert if they are under the Charmed condition.
Inspired [x]. You gain the ability to spend a d6 to add to any roll at any point while you have this condition. When you do this condition reduces the [x] by 1. If the condition [x] is equal or less than 0, this condition ends.
Invisible. While under this condition, you are considered heavily obscured for the purposes of hiding. Attacks made against you are at disadvantage and your attack rolls have advantage. Your location can still be detected by sounds, tracks, or magical means.
Jinxed [x]. When you make an attack roll or saving throw under this condition, you subtract from the roll an amount equal to the number listed in [x].
Lightweight. When moving on surfaces that would otherwise deform, such as snow or mud, you instead can walk on top of it without leaving footprints. Additionally when you take damage from falling, you half the damage taken.
Marked. While under this condition, if you attack a creature other than the creature which marked you, the creature which marked you gains advantage on their next attack against you. Additionally some creatures gain additional bonuses against marked targets.
Malnourished [x]. While malnourished, a creature has disadvantage on Strength, Dexterity, and Constitution saving throws and ability checks. The [x] tracks the severity of the condition. At 5 levels of malnourished, you will take a level of exhaustion. Any exhaustion taken from the malnourished condition will not kill unless a creature does not consume any amount of food and water in 3 + the creature's Constitution modifier number of days.
Necrosis [x]. A creature affected by Necrosis has it's maximum hit points reduced by an amount equal to [x] until this condition is ended.
Observed. While observed you cannot take actions to hide until the source of this condition is no longer able to detect you.
Paralyzed. A paralyzed creature is incapacitated and cannot move or speak. All Strength and Dexterity saves are automatically failed while paralyzed. Attack rolls against a paralyzed creature are at advantage, and any attack to the paralyzed within 5 ft of it is a critical hit.
Petrified [type]. You are transformed into an inanimate material and your weight is increased ten times. You cease aging, are incapacitated, can't move or speak, and are unaware of your surroundings. Attack rolls against you are at advantage, you automatically fail Strength or Dexterity saving throws, you have resistance to all damage, you are immune to poison, disease, and any conditions are suspended, but not cured.
Poisoned. You have disadvantage on Attack Rolls and Ability Checks.
Envenomed [x]. While Envenomed you are considered Poisoned and at the end of each of your turns you take damage equal to [x].
Prone. Your only movement option is crawling, unless you spend half your movement to stand up. Additionally while prone, you have disadvantage on attack rolls (with exception to attacks made with weapons using the Prone Versatility property).
Regressed [x]. You incur cumulative penalties equal to [x]. These include; A reduction to Proficiency Bonus, a loss of one Hit Die per level of regression, a temporary forfeiture of class features equivalent to a class level (as if leveled down).
Restrained. You are considered grappled, attack rolls against you are at advantage and attacks you make are at disadvantage, and you have disadvantage on dexterity saving throws.
Sickened. You have disadvantage on Constitution based Attack Rolls, Ability Checks, and Saving Throws.
Shocked. You are Dazed, Defenseless, and you immediately drop any items you are holding at the start of your turn.
Sleeping. You are Blinded, Defenseless, Helpless, Immobilized, and Unconscious. This condition ends if you are awakened by sudden noise, sudden bright light, or taking damage. Upon being forcefully awakened you suffer the following conditions for 1 minute; Clumsy, Dazed, and Distracted.
Slick. You have disadvantage on Dexterity Saving throws, if you move faster than half your movement speed in a turn you must make a DC10 Dexterity Save or fall prone, you have disadvantage when attempting to grapple, however you gain advantage when attempting to escape a grapple.
Slowed. Your speed is halved.
Staggered. You cannot make more than one weapon attack during your turn regardless of abilities, spells, or magic items.
Stunned. You are incapacitated, you cannot move and can only speak falteringly. You automatically fail Strength or Dexterity saving throws, and attacks against you are made at advantage.
Swallowed [x]. While swallowed, you are also Burning, Blinded, Restrained, and you have full cover from a creature outside the source of this condition. The [x] represents the damage value for the Burning Condition.
Tarred. A tarred creature is considered restrained, immune to being disarmed, and cannot use items not already in it's hand unless it has a free hand. A tarred creature cannot be moved, and it is considered difficult terrain. A tarred creature is freed when it takes fire damage, however it takes the Burning [1d10 Fire] condition for 1 minute.
Thunderblighted. While affected by Thunderblighted, if the affected creature takes Lightning or Thunder damage, they must make a DC10 Constitution save or be Stunned until the end of their next turn. Additionally a creature affected by the Thunderblighted condition makes saves against being Stunned at disadvantage.
Trained [x(x), skill]. While under the effects of this condition you gain a bonus to the listed [skill] check equal to [x]. (the (x) is used if using the d100 system.)
Unconscious. You are Incapacitated, Immobilized, and unable to speak, additionally you are unaware of your surroundings. Anything you were holding is dropped, and you fall prone, attack rolls against you are at advantage, you automatically fail Strength and Dexteirty saves, and melee attacks that hit you are critical hits.
Valor [x]. You gain a bonus to attack rolls and saving throws equal to [x].
Weakened. Damage made with weapon and spell attacks deal half damage.
Wet. While wet, you take doubled lightning and cold damage, halved fire and necrotic damage, and have advantage on checks to end the Burning condition.
Vanilla Damage Types listed below.
Bludgeoning
Piercing
Slashing
Acid
Cold
Fire
Force
Lightning
Necrotic
Poison
Radiant
Thunder
The vanilla Damage Types are good for most situations, however sometimes you need more. I give to you Combined Damage Types of which you can make your own for any situation necessary. Below are some examples.
Physical (Slashing/Piercing/Bludgeoning)
Rot (Necrotic/Poison)
Decay (Necrotic/Acid)
Heat (Fire/Bludgeoning)
Nuclear (Radiant/Necrotic)
Plasma (Fire/Lightning)
Plasma (Force/Lightning)
Plasma (Radiant/Fire)
Plasma (Radiant/Lightning)
Solar (Fire/Radiant)
Storm (Lightning/Thunder)
Soul (Psychic/Force)
Water (Acid/Cold)
Water (Acid/Bludgeoning)
Ice (Cold/Piercing)
Toxinflame (Fire/Poison)
Frostfire (Fire/Cold)
You can make up additional damage types.
When addessing creature Resistances, Immunities, or Vulnrabilities, you can do the following.
If the creature has Immunity to one of the two damage types but not both, treat it as Resistance to the combined damage type.
If it has immunity to both, it is immune to the combined type, unless you determine otherwise.
If it is resistant to one and not the other, you treat it as normal damage.
If it is resistant to both, you treat it as resistance to the combined.
If it is vulnrable to one and not the other, you treat it as normal.
If it is vulnrable to both, you treat it as vulrnability.
If it is resistant or immune to one damage and vulnrable to the other, treat it as normal damage.
Or you can make it up for your creature.
In a negotiation, someone is attempting to convince someone else of a course of action that benefits them. When you start a negotiation, you enter a form of combat, on your turn you can make arguments and points, the GM will set a timer for your turn, within that time you must make your argument. Initiative is not necessary for a turn in negotiation, it merely is designed to ensure all involved creatures can be included in the discussion.
When attempting to convince an NPC of a certain behavior, you can converse as normal. Make your points, this does not require you to roll dice, only to state what you are attempting to convince the NPC of, either through roleplay or through saying what you are attempting to convey to the GM.
In this stage, the GM is determining the roll and your impact on it.
Things for the GM to be considerate of; You cannot persuade an NPC by asserting your values, and must convince the NPC based on their ideals, bonds, and flaws. A GM should design items, mannerisms, and behaviors that would allow players to make checks to identify this ideals, bonds, and flaws.
An example is attempting to convince a guard who has a locket or a ring, that guard probably has loved ones based on that jewelry, and if you appeal to their want to protect their family you can potentially exploit an ideal, bond, or flaw related to their love attachments.
Each negotiation starts with two facts; What the negotiator wants; What the target is currently refusing. The target will want to achieve a certain goal, and the negotiator will want to achieve a goal as well. This makes for a conflict of interest by default. Additionally, depending on interactions in the past, the player’s relationship with the NPC will impact the discussion.
Example; The king is friendly, but they have army the players want to use to siege an enemy keep. The king fears losing his army and weakening his realm. The obstacle is not stubbornness, it is self-preservation. If the players attack the obstacle directly (e.g. “You’re wrong to be afraid”), they fail. If they redirect the obstacle (e.g. “Your fear is justified, but inaction allows the enemy to advance on your lands”), they will get far further.
Your relationship with an NPC will have heavy impact on the interaction.
Below are relationship levels;
~ Hostile: Assumes bad faith in the other’s actions. On a failed negotiation they may become actively aggressive and try to attack the negotiator, on a neutral result they will not harm but will not help, on a success they may help but will not take risks.
~ Suspicious: They expect manipulation in the other’s actions. On a failed negotiation they may become more aggressive and may escalate if further provoked, on a neutral result they will be unmoved but will not bother the negotiator, on a positive result they may help but will not take significant risks.
~ Neutral: They have no strong relationship with the party. On a failed negotiation they will not help but also will not harm, on a neutral result they will help but will not take risks, and on a positive result they may be willing to take minor risks to help.
~ Open: They may be more considerate to their negotiator. On a failed save they will not help but also will not harm. On a neutral result they may be willing to take minor risks if the outcome will benefit them more, and on a positive result they may be willing to take more risky actions.
~ Friendly: They actively want to help or agree. On a failed result they may offer help but will not take risks, on a neutral result they may take minor risks to help, and on a success they may be willing to make a moderate sacrifice for the negotiator.
~ Trusting: They will actively help no matter what. On a failed result, they will be willing to take minor risks to aid, on a neutral result they may take more risky actions to aid, and on a successful result they will make major sacrifices to help the negotiator.
These attitudes are also the creature’s standing towards you. The starting attitude of a creature is determined by the GM, sometimes according to factors such as faction reputation, sometimes because of a creature’s natural disposition, or sometimes because of the player’s existing relationship to that creature.
In a negotiation encounter, a creature will likely never shift more than one relationship status in either direction, and making a rousing speech that plays on a creature’s bonds, flaws, and ideals will have increased chance to alter that creature’s relation to the party positively, and a misread will obviously do the opposite.
Additionally if the relationship is abused too much, a target’s relation to the negotiator may worsen.
In order to exploit a bond, ideal, or flaw, a the negotiator may want to make an Insight Check to determine the meaning of details.
Example Insight check; Observing the kobold, you see it is shivering with excitement, it snaps sharply when replying, and it wears a badge, it could be hyper aggressive or panicked, if aggressive you will want to focus on persuasion or deception, where if it’s panicked you may choose to lean into intimidation, based on the snappiness and over excitement you can assume with a successful roll, that in this case it is aggressive, and actively looking for a fight, and the badge is a trophy it stole, so it has pride, and appealing to that pride is a good way to get it’s favor.
At this point you probably haven’t made an actual charisma check to determine the creature’s outcome, and probably have only been talking using bonds, flaws, and ideals to try to shift the target’s relationship towards your favor, so now two things come into play; the creature’s patience and the creature’s interest.
Throughout the discussion, a creature’s patience will slowly drop, with each failed or neutral roll the patience drops by 1. With each successful roll however, the creature’s interest will rise by 1.
When more than one creature contributes to a social interaction, it does not usually mean all creatures roll, but rather it impacts the main target and negotiator’s rolls, offering advantage or inflicting disadvantage depending on the nature of the contribution to the conversaion.
Example; The king, who is friendly with the negotiator, wants to offer the army to help siege the enemy keep, however the advisor is hostile to the negotiator, and the advisor will actively attempt to oppose the negotiator’s attempts to convince the king, offering disadvantage to the negotiator. However the negotiator has an ally who is from the lands near the enemy, they might move the king by mentioning their home was ransacked by the enemy and villages are burning, naturally countering the advisor’s attempts or even canceling them out entirely and giving advantage to the negotiator.
The amount of patience and interest a negotiation starts with depends on the relationship between both parties.
~ Hostile: They will have a patience of 2 and an interest of 0
~ Suspicious: They will have a patience of 3 and an interest of 0
~ Neutral: They will have a patience of 3 and an interest of 1
~ Open: They will have a patience of 4 and an interest of 1
~ Friendly: They will have a patience of 5 and an interest of 2
~ Trusting: They will have a patience of 6 and an interest of 2
If you increase interest to 6 or reduce patience to 0, the negotiation ends with high interest giving a positive end result, or low patience giving a negative end result. Multiple persuasion, intimidation, or deception checks may be required, the GM may even skip over this in favor of more free form or natural feeling roleplay. Either party is free to end the negotiation at any point with the resulting interest and patience being taken into consideration.
Ending Results Examples:
~ 0 = No, and something bad happens. The king denies the party an army and throws them out of the castle.
~ 1 = No. The king denies the party an army.
~ 2 = No, but something good happens. The king denies the party an army, but offers access to the royal smithy to improve their equipment.
~3 = Half and half. The king will send a small unit to aid the party, but won’t send the full army.
~ 4 = Yes, but something bad happens. The king will send the army, but only after the party fails to return alive.
~ 5 = Yes. The king will send the army.
~ 6 = Yes, and something good happens. The king will send the army, and will agree to any supply requests.
When increasing interest or decreasing patience, you can rely on motivations and pitfalls. A motivation is often attached to bonds, flaws, and ideals, where a pitfall is something that will upset or disrupt the negotiation.
The king for example is motivated by security of the realm, legacy as a wise ruler, preventing civilian suffering, and maintaining power balance. Appealing to their motives will often give advantage on checks or give outright successes. Pitfalls however are the opposite, the king fears humiliation, has had past military losses, trusts the advisor over the party, and dislikes threats to their authority. Appealing to pitfalls may result in the ending results being capped at a lower number, disadvantage on rolls, or give outright failures.
After a negotiation ends, discussion may still occur, but further convincing of either side may not happen and attempts to do so will be shut down.
Legends of Runeterra: Dark Tides of Bilgewater
Amellwind's Guide to Monster Hunting
Includes 2014 5e, 2025 5.5e, and 5e Homebrew
1. Apothecary: Alienist (SCGD)
2. Apothecary: Chemist (SCGD)
3. Apothecary: Exorcist (SCGD)
4. Apothecary: Mutagenist (SCGD)
5. Apothecary: Pathogenist (SCGD)
6. Apothecary: Reanimator (SCGD)
7. Artificer: Alchemist
8. Artificer: Armorer
9. Artificer: Artillerist
10. Artificer: Battle Smith
11. Artificer: Hextech Specialist (CGR)
12. Artificer: Bonesculptor (DDDD)
13. Barbarian: Path of the Ancestral Guardian
14. Barbarian: Path of the Battlerager
15. Barbarian: Path of the Beast
16. Barbarian: Path of the Berserker
17. Barbarian: Path of the Giant
18. Barbarian: Path of the Juggernaut
19. Barbarian: Path of the Storm Harald
20. Barbarian: Path of the Totem Warrior
21. Barbarian: Path of the Wild Magic
22. Barbarian: Path of the Wild Soul
23. Barbarian: Path of the Zealot
24. Barbarian: Path of Booming Magnificence (TOH)
25. Barbarian: Path of Hellfire (TOH)
26. Barbarian: Path of Mistwood (TOH)
27. Barbarian: Path of the Dragon (TOH)
28. Barbarian: Path of the Herald (TOH)
29. Barbarian: Path of the Inner Eye (TOH)
30. Barbarian: Path of Thorns (TOH)
31. Barbarian: Path of the Fractured (GH)
32. Barbarian: Path of the Primal Spirit (GH)
33. Barbarian: Path of the Iceborn (CGR)
34. Barbarian: Path of the Depths (LOR:DTOB)
35. Barbarian: Path of the Brewmaster (LL)
36. Barbarian: Path of the Kaiju (RGttYR)
37. Barbarian: Path of the Haze Rager (SCGD)
38. Barbarian: Path of the Old Gods (SCGD)
39. Barbarian: Path of the Lightning Vessel (SGTEH)
40. Barbarian: Path of the Earthbreaker (SGTEH)
41. Bard: Collage of Creation
42. Bard: Collage of Eloquence
43. Bard: Collage of Glamour
44. Bard: Collage of Lore
45. Bard: Collage of Lorehold
46. Bard: Collage of Satire
47. Bard: Collage of Silverquill
48. Bard: Collage of Spirits
49. Bard: Collage of Swords
50. Bard: Collage of Tragedy
51. Bard: Collage of Valor
52. Bard: Collage of Whispers
53. Bard: Collage of Echoes (TOH)
54. Bard: Collage of Investigation (TOH)
55. Bard: Collage of Shadows (TOH)
56. Bard: Collage of Sincerity (TOH)
57. Bard: Collage of Tactics (TOH)
58. Bard: Collage of the Cat (TOH)
59. Bard: Collage of Adventurers (GH)
60. Bard: Collage of Requiems (GH)
61. Bard: Collage of Plunder (CGR)
62. Bard: Collage of Mixology (LL)
63. Bard: Collage of Masks (RGttYR)
64. Bard: Collage of Hanabi (RGttYR)
65. Bard: Collage of Doomsayers (SCGD)
66. Bard: Collage of the Apocalypse (SGTEH)
67. Bard: Collage of Cuisine (HGTMH)
68. Bard: Collage of Fleshweaving (HGTMH)
69. Bard: Collage of Flames (GMB)
70. Bender: Discipline of Ferocity (RGttYR)
71. Bender: Discipline of Fortification (RGttYR)
72. Bender: Discipline of Fusion (RGttYR)
73. Bender: Discipline of Invigoration (RGttYR)
74. Blood Hunter: Order of the Ghost Slayer (Matt Mercer)
75. Blood Hunter: Order of the Lycan (Matt Mercer)
76. Blood Hunter: Order of the Mutant (Matt Mercer)
77. Blood Hunter: Order of the Profane Soul (Matt Mercer)
78. Cleric: Ambition Domain
79. Cleric: Arcana Domain
80. Cleric: Blood Domain
81. Cleric: City Domain
82. Cleric: Death Domain
83. Cleric: Fate Domain
84. Cleric: Forge Domain
85. Cleric: Grave Domain
86. Cleric: Knowledge Domain
87. Cleric: Life Domain
88. Cleric: Love Domain
89. Cleric: Moon Domain
90. Cleric: Nature Domain
91. Cleric: Order Domain
92. Cleric: Peace Domain
93. Cleric: Protection Domain
94. Cleric: Solidarity Domain
95. Cleric: Strength Domain
96. Cleric: Tempest Domain
97. Cleric: Trickery Domain
98. Cleric: Twilight Domain
99. Cleric: Unity Domain
100. Cleric: War Domain
101. Cleric: Zeal Domain
102. Cleric: Black Powder Domain (TOH)
103. Cleric: Hunt Domain (TOH)
104. Cleric: Mercy Domain (TOH)
105. Cleric: Portal Domain (TOH)
106. Cleric: Serpent Domain (TOH)
107. Cleric: Shadow Domain (TOH)
108. Cleric: Vermin Domain (TOH)
109. Cleric: Wind Domain (TOH)
110. Cleric: Eldritch Domain (GH)
111. Cleric: Inquisition Domain (GH)
112. Cleric: Ascent Domain (CGR)
113. Cleric: Festivity Domain (LL)
114. Cleric: Shine Warden Domain (RGttYR)
115. Cleric: Shadow Domain (SCGD)
116. Cleric: Guardian Domain (SGTEH)
117. Cleric: Hunt (HGTMH)
118. Druid: Circle of the Blighted
119. Druid: Circle of Dreams
120. Druid: Circle of the Land
121. Druid: Circle of the Moon
122. Druid: Circle of the Primeval
123. Druid: Circle of Prismari
124. Druid: Circle of the Shepherd
125. Druid: Circle of Spores
126. Druid: Circle of Stars
127. Druid: Circle of Twilight
128. Druid: Circle of Wildfire
129. Druid: Circle of Witherbloom
130. Druid: Circle of Ash (TOH)
131. Druid: Circle of Bees (TOH)
132. Druid: Circle of Crystals (TOH)
133. Druid: Circle of Sand (TOH)
134. Druid: Circle of the Green (TOH)
135. Druid: Circle of the Shapeless (TOH)
136. Druid: Circle of Wind (TOH)
137. Druid: Circle of Blood (GH)
138. Druid: Circle of Mutation (GH)
139. Druid: Circle of Axiom (CGR)
140. Druid: Circle of the Yokai (RGttYR)
141. Druid: Circle of Contamination (SCGD)
142. Druid: Circle of Cycles (DDDD)
143. Druid: Circle of Symbiosis (SGTEH)
144. Druid: Circle of the Hive (HGTMH)
145. Fighter: Arcane Archer
146. Fighter: Battle Master
147. Fighter: Brute
148. Fighter: Cavalier
149. Fighter: Champion
150. Fighter: Echo Knight
151. Fighter: Eldritch Knight
152. Fighter: Knight
153. Fighter: Monster Hunter
154. Fighter: Psi Knight
155. Fighter: Psi Warrior
156. Fighter: Psychic Warrior
157. Fighter: Purple Dragon Knight (+Silver’s Update)
158. Fighter: Rune Knight
159. Fighter: Samurai
160. Fighter: Scout
161. Fighter: Sharpshooter
162. Fighter: Gunslinger (Matt Mercer)
163. Fighter: Buccaneer (TOH)
164. Fighter: Chaplain (TOH)
165. Fighter: Legionary (TOH)
166. Fighter: Pugilist (TOH)
167. Fighter: Radiant Pikeman (TOH)
168. Fighter: Timeblade (TOH)
169. Fighter: Tunnel Watcher (TOH)
170. Fighter: Bulwark Warrior (GH)
171. Fighter: Living Crucible (GM)
172. Fighter: Executioner (CGR)
173. Fighter: Renegade (LOR:DTOB)
174. Fighter: Tavern Brawler (LL)
175. Fighter: Skeletal Blade (RGttYR)
176. Fighter: Commander (SCGD)
177. Fighter: Blood Archer (SGTEH)
178. Fighter: Living Nightmare (SGTEH)
179. Jeager: Salvation Chapter (SGTEH)
180. Jeager: Marauder Chapter (SGTEH)
181. Jeager: Heretic Chapter (SGTEH)
182. Jeager: Absolute Chapter (SGTEH)
183. Jeager: Sanguine Chapter (SGTEH)
184. Monk: Way of the Ascendant Dragon
185. Monk: Way of the Astral Self
186. Monk: Way of the Cobalt Soul
187. Monk: Way of the Drunken Master
188. Monk: Way of the Four Elements
189. Monk: Way of the Kensei
190. Monk: Way of the Long Death
191. Monk: Way of Mercy
192. Monk: Way of the Open Hand
193. Monk: Way of the Shadow
194. Monk: Way of the Sun Soul
195. Monk: Way of Tranquility
196. Monk: Way of the Concordant Motion (TOH)
197. Monk: Way of the Dragon (TOH)
198. Monk: Way of the Humble Elephant (TOH)
199. Monk: Way of the Still Waters (TOH)
200. Monk: Way of the Tipsy Monkey (TOH)
201. Monk: Way of the Unerring Arrow (TOH)
202. Monk: Way of the Wildcat (TOH)
203. Monk: Way of the Leaden Crown (GH)
204. Monk: Way of the Pride (GH)
205. Monk: Way of the Spirits (CGR)
206. Monk: Way of the Artisan (LL)
207. Monk: Way of the Eight Gates (RGttYR)
208. Monk: Way of the Arcane Hand (SCGD)
209. Monk: Way of the Serpent (SCGD)
210. Monk: Way of the Fire Dancer (SGTEH)
211. Monster Hunter: Carver Guild
212. Monster Hunter: Trapper Guild
213. Monster Hunter: Devourer Guild
214. Paladin: Oath of Ancients
215. Paladin: Oath of Conquest
216. Paladin: Oath of Crown
217. Paladin: Oath of Devotion
218. Paladin: Oath of Glory
219. Paladin: Oath of Heroism
220. Paladin: Oath of Oathbreaker
221. Paladin: Oath of Open Sea
222. Paladin: Oath of Redemption
223. Paladin: Oath of Treachery
224. Paladin: Oath of Vengeance
225. Paladin: Oath of Watchers
226. Paladin: Oath of Justice (TOH)
227. Paladin: Oath of Safeguarding (TOH)
228. Paladin: Oath of Elements (TOH)
229. Paladin: Oath of Guardian (TOH)
230. Paladin: Oath of Hearth (TOH)
231. Paladin: Oath of Plaguetouched (TOH)
232. Paladin: Oath of Pestilence (GH)
233. Paladin: Oath of Zeal (GH)
234. Paladin: Oath of the Sands (CGR)
235. Paladin: Oath of the Yojimbo (RGttYR)
236. Paladin: Oath of Hexes (SCGD)
237. Paladin: Oath of the Eldritch Hunt (SGTEH)
238. Paladin: Oath of the Harvest (HGTMH)
239. Ranger: Beast Master
240. Ranger: Deep Stalker
241. Ranger: Drakewarden
242. Ranger: Fey Wanderer
243. Ranger: Gloom Stalker
244. Ranger: Horizon Walker
245. Ranger: Hunter
246. Ranger: Monster Slayer
247. Ranger: Primeval Guardian
248. Ranger: Swarmkeeper
249. Ranger: Beast Trainer (TOH)
250. Ranger: Grove Warden (TOH)
251. Ranger: Gunslinger (TOH)
252. Ranger: Haunted Warden (TOH)
253. Ranger: Snake Speaker (TOH)
254. Ranger: Spear of the Weald (TOH)
255. Ranger: Wasteland Strider (TOH)
256. Ranger: Green Reaper (GH)
257. Ranger: Vermin Lord (GH)
258. Ranger: Sentinel of Light (CGR)
259. Ranger: Ronin (RGttYR)
260. Ranger: Urban Ranger (SCGD)
261. Ranger: Big Game Hunter (DDDD)
262. Ranger: Torturer Conclave (SGTEH)
263. Ranger: Lunar Warden (SGTEH)
264. Ranger: Trapper (HGTMH)
265. Rogue: Arcane Trickster
266. Rogue: Assassin
267. Rogue: Inquisitive
268. Rogue: Mastermind
269. Rogue: Phantom
270. Rogue: Revived
271. Rogue: Scout
272. Rogue: Soulknife
273. Rogue: Swashbuckler
274. Rogue: Thief
275. Rogue: Cat Burglar (TOH)
276. Rogue: Dawn Blade (TOH)
277. Rogue: Sapper (TOH)
278. Rogue: Smuggler (TOH)
279. Rogue: Soulspy (TOH)
280. Rogue: Underfoot (TOH)
281. Rogue: Highway Raider (GH)
282. Rogue: Misfortune Bringer (GH)
283. Rogue: Gadgeteer (CGR)
284. Rogue: Wild Card (LOR:DTOB)
285. Rogue: Charlatan (LL)
286. Rogue: Tamaya (RGttYR)
287. Rogue: Smuggler (SCGD)
288. Rogue: Fortune Stealer (Wild Card +Kainē’s Update)
289. Rogue: Shadow (SGTEH)
290. Rogue: Blade of Radiance (SGTEH)
291. Sorcerer: Aberrant Mind
292. Sorcerer: Clockwork Soul
293. Sorcerer: Divine Soul
294. Sorcerer: Draconic
295. Sorcerer: Favored Soul
296. Sorcerer: Giant Soul
297. Sorcerer: Lunar
298. Sorcerer: Lunar Magic
299. Sorcerer: Phoenix
300. Sorcerer: Prismari
301. Sorcerer: Psionic Soul
302. Sorcerer: Pyromancer
303. Sorcerer: Quandrix
304. Sorcerer: Runechild
305. Sorcerer: Sea
306. Sorcerer: Shadow
307. Sorcerer: Stone
308. Sorcerer: Storm
309. Sorcerer: Wild
310. Sorcerer: Black Powder (TOH)
311. Sorcerer: Cold-Blooded (TOH)
312. Sorcerer: Hungering (TOH)
313. Sorcerer: Resonant Body (TOH)
314. Sorcerer: Rifthopper (TOH)
315. Sorcerer: Spore (TOH)
316. Sorcerer: Wastelander (TOH)
317. Sorcerer: Haunted (GH)
318. Sorcerer: Wretched Bloodline (GH)
319. Sorcerer: Void-Touched (CGR)
320. Sorcerer: Spirit Caller (RGttYR)
321. Sorcerer: Scion of Madness (SGTEH)
322. Sorcerer: Skinshifter (HGTMH)
323. Tamer: Swarmslinger (LL)
324. Tamer: Infuser (HGTMH)
325. Tamer: Sensei (RGttYR)
326. Tamer: Leader (HGTMH)
327. Tamer: Necromancer (HGTMH)
328. Tamer: Splicer (HGTMH)
329. Warlock: Archfey
330. Warlock: Celestial
331. Warlock: Fathomless
332. Warlock: Fiend
333. Warlock: Genie
334. Warlock: Ghost in the Machine
335. Warlock: Great Old One
336. Warlock: Hexblade
337. Warlock: Lorehold
338. Warlock: Lurker in the Deep
339. Warlock: Noble Genie
340. Warlock: Raven Queen
341. Warlock: Seeker
342. Warlock: Silverquill
343. Warlock: Undead
344. Warlock: Undying
345. Warlock: Undying Light
346. Warlock: Witherbloom
347. Warlock: Ancient Dragons (TOH)
348. Warlock: Animal Lords (TOH)
349. Warlock: Hunter in Darkness (TOH)
350. Warlock: Primordial (TOH)
351. Warlock: Wyrdweaver (TOH)
352. Warlock: The First Vampire (GH)
353. Warlock: The Parasite (GH)
354. Warlock: Black Mist (CGR)
355. Warlock: The Shinigami (RGttYR)
356. Warlock: Cosmic Patron (SCGD)
357. Warlock: Flesh Patron (SCGD)
358. Warlock: The Void (SGTEH)
359. Warlock: The Parasite (HGTMH)
360. Wizard: Abjuration
361. Wizard: Artificer
362. Wizard: Bladesinging
363. Wizard: Blood Magic
364. Wizard: Chronurgy
365. Wizard: Conjuration
366. Wizard: Divination
367. Wizard: Enchantment
368. Wizard: Evocation
369. Wizard: Graviturgy
370. Wizard: Illusion
371. Wizard: Invention
372. Wizard: Lore Mastery
373. Wizard: Lorehold
374. Wizard: Necromancy
375. Wizard: Onomancy
376. Wizard: Prismari
377. Wizard: Psionics
378. Wizard: Quandrix
379. Wizard: Runecrafter
380. Wizard: Scribes
381. Wizard: Silverquill
382. Wizard: Technomancy
383. Wizard: Theurgy
384. Wizard: Transmutation
385. Wizard: War
386. Wizard: Cantrip Adept (TOH)
387. Wizard: Familiar Master (TOH)
388. Wizard: Gravebinding (TOH)
389. Wizard: School of Black Powder (TOH)
390. Wizard: School of Liminality (TOH)
391. Wizard: Spellsmith (TOH)
392. Wizard: Plague Doctor (GH)
393. Wizard: Sangromancer (GM)
394. Wizard: The Mageseeker (CGR)
395. Wizard: Shinobi (RGttYR)
396. Wizard: Malfeasant (SCGD)
397. Wizard: Osteomancer (SGTEH)
398. Wizard: Biomancy (HGTMH)
399. Wizard: Amassing Necromancer (DnDBy:SC:625035)
I run D&D games using this Homebrew! You can take a look around if you'd like to spectate! Possibly even join if a spot opens up, or even get inspiration for your own games!