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Volo's Guide Expansion

Player Content Designed based on


Volo's Guide to Monsters
Here are the notes and findings of traveled adventurers.
People who spend their days following the fabled works of
Volothamp Geddarm, noting the mysteries of the creatures he
extrensively wrote about and commenting on their own tales
around these magnificent creatures.
The options presented in this guide give player characters
a wide variety of options to build all forms of monsterous and
majestic characters alike. Beholder Patrons, Giant Slayers,
and Hag Sorceresses fill the shuffled papers presented here
and can help any aspiring adventurer find their path.

Table of Contents
Page Content
1 Table of Contents
2 Otherworldly Patron: the Eye Tyrant
4 Eldritch Invocations
5 Sorcerous Origin: Grandmother's Gift
6 Variant: Expanded Cantrips
9 Additional Fighting Style
9 Martial Maneuvers
9 Roguish Archetype: Giant Slayer
11 Primal Path: Path of the Giants
13 Feats of Strength
13 Serpent Domain
15 Open Gaming Liscence

1
Notes from an Underling

T
hese notes have been recorded by an Lightning bolts ripple across a battlefield. A human covered
adventerous dwarf who spent his days in jewelery dashes to the aid of his fallen ally as the evil
exploring the ruins of a city buried beneath the evoker approaches. As the evoker begins to release his magic,
ground. In his exploration, he found the human projects an antimagic barrier. It covers his fallen
remnanants of a cult worshipping a powerful ally and protects himself and his friends for a brief moment.
beholder. Your patron is a powerful Beholder or related monstrosity
"While traveling, I have stumbled across many documents —a creature that is a lord of bureaucracy and fear who has
of the past, many of which are bland accounts and receipts of gained infamy by ruling over the masses in secret. Eye
trade, others magnificent tall tales. It is often difficult to Tyrants have a lust for power and believe they are truly the
discern fact and fiction. However, one form of writing seems epitome of perfection; all others (inclding other Beholders)
to tell more truths than books: letters. Some of these letters are inferior. Tyrants of this nature that exist include the
shed light into the unknown, bringing up discovery of powers Xanathar of Skullport, the Lord of Eyes, Belashyrra, and
unknown to even the most talented historians. A grouping of Gzemnid, the patron of beholders.
such letters tells of a great and powerful beholder and his
many servants. A full guild dedicated to magic and history Beholder's Influence
was run by this monster. The notes, which tell of events and Having a Beholder as an otherwordly patron can cause odd
directions from underlings, teach us the power this beholder personality quirks in warlocks. When you select this
granted to his warlocks. Otherworld Patron at first level, you can choose to adopt a
These warlocks were zealous, pompous worshippers, who quirk from the table below.
believed that their magic and patron set them above all the
others. The directions noted between the servants and Patron Quirk
warlocks of this guild reveal its innevitable collapse caused by d6 Quirk
this powerful patron. They also reveal that creatures of his
power still exist out in the world, hidden, waiting for their 1 You feel that you are the most perfect image of your
race, and that all others of your race should aspire to
moment to reclaim glory and grow their cults." look like you.
2 You enjoy keeping trophies from (or of) defeated foes.
Otherwordly Patrons 3 Your paranoia knows no bounds—you are constantly in
The beings that serve as patrons for warlocks are mighty fear of betrayal from your allies.
inhabitants of other planes of existence—not gods but almost 4 You always have two or three contingency plans if your
god-like in their power. Various patrons give their warlocks main plan fails.
access to different powers and invocations and expect 5 Walking on the ground feels uncomfortable to you, for
significant favors in return. you know you belong in the air.
Some patrons collect warlocks, doling out mystic
knowledge relatively freely or boasting of their ability to bind 6 Two eyes just aren't enough. You feel compelled to
mortaIs to their will. Other patrons bestow their power only acquire additional eyes through tattoos and trinkets.
grudgingly and might make a pact with only one warlock.
Warlocks who serve the same patron might view each other Expanded Spell List
as allies, siblings, or rivals. The Eye Tyrant lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
The Eye Tyrant are added to the warlock spell list for you.
A beam of fire tears through a goblin's tent. The creatures run Eye Tyrant Expanded Spell List
out squealing in fear of the monster that hides in the Spell Level Spells
shadows. After a few moments pass, a witty halfling with a
tattoo of an eye in the center of his forehead pokes his head 1st ray of sickness, sleep
out. He grabs the nearby rations and plans he's been after, 3rd scorching ray, see invisibility
sure his patron will be pleased with his dealings. 5th clairvoyance, fireball
A half-elf pads makeup over her ears. She looks into the
mirror, unsatisfied with the work she's been doing. Others see 7th arcane eye, evard's black tentacles
her breed as misfits, unclean even. She is the perfect image 9th immolation, telekinesis
of a perfect race and aspires to bring others to appreciate her
beauty. Those who haven't in the past have since become her
home decor.

2
Anitmagic Barrier
Eye Beam At 6th level, you can project a momentary shield of anitmagic
Starting at 1st level, as an action on your turn, you can to hinder magical assault. When a creature you can see and
release a beam of energy from your patron through your own hear casts a spell, you can throw up an aura of antimagic as a
eyes. Choose a creature you can see within 60 feet of you. reaction. All creatures within 15 feet of you have advantage
Roll a d6 and apply the following effect from the Eye Rays on saving throws against spells and magical effects until the
table to the target creature: end of the turn. The caster also has disadvantage on spell
attacks made against you and creatures within 5 feet of you
Eye Rays until the end of their turn.
d6 Eye Ray Effect You must finish a short or long rest to use this feature
1 Charm Ray The target makes a Wisdom saving throw
again.
against your warlock spell save DC. On a
failed save, the target becomes charmed by Antimagic Aura
you for 1 minute or until it takes damage.
Creatures hostile towards you have
At 10th level, as an action on your turn you can create an area
advantage on the save. of antimagic, as in the antimagic field spell, in a 10-foot radius
sphere centered and fixed around you. The area of antimagic
2 Fear Ray The target makes a Charisma saving throw lasts a number of rounds equal to your Charisma modifier
against your warlock spell save DC. On a
failed save, the target becomes frightened
(minimum of 1).
for 1 minute. The target can repeat the Once you use this feature, you can't use it again until you
saving throw at the end of each of its turns. complete a long rest.
On a success, the effect ends.
3 Slow Ray The target makes a Wisdom saving throw Rays of the Beholder
against your warlock spell save DC. On a At 14th level, as an action on your turn, you can sprout the
failed save, the target becomes slowed by
you for 1 minute. A slowed creature can use
eyestalks of a beholder. While you have these eye stalks, as an
only an action or bonus action on its turn, action or bonus action on your turn, you can fire a ray of your
not both, and cannot take reactions. It can choice from your Eye Rays table at a creature within 60 feet
only make one attack on its turn regardless of you. Each individual ray from the table can only be used
of items or special abilities. Its speed is once each round. The eye stalks disappear after 1 minute.
halved, recieves a -2 penalty to its armor You must finish a long rest to use this feature again.
class and on Dexterity saving throws. The
affected creature repeats the saving throw
at the end of each of its turns. On a
success, the effect ends.
4 Enervation The target makes a Constitution saving
Ray throw against your warlock spell save DC.
On a failed save the target takes 3d6
necrotic damage and is poisoned for 1
minute. On a successful save, the creature
takes half damage and is not poisoned. The
target repeats the saving throw at the end
of each turn. On a success, the creature is
no longer poisoned.
5 Fire Ray The target makes a Dexterity saving throw
against your warlock spell save DC. On a
failed save, the creature takes 3d8 fire
damage. The creature takes half as much
damage on a successful save.
6 Telekinetic If the target is medium or smaller, the target
Ray makes a Wisdom saving throw against your
warlock spell save DC. On a failed save, you
throw the creature 30 ft. in any direction
you choose. If it collides with a hard surface
or another creature, the thrown creature
takes 2d6 bludgeoning damage. If the target
is larger than medium size, roll again on the
table.

You must finish a short or long rest to use this feature


again. At 6th, 10th, and 14th level you gain one additional use
of this feature. When you finish a short or long rest, you
regain your expended uses.

3
Laughter of Madness
Eldritch Invocations prerequisite: Otherworldy Patron: the Great Old One, 7th
If an eldritch invocation has prerequisites, you must meet level
them to learn it. You can learn the invocation at the same You can cast tasha's hideous laughter without expending a
time that you meet its prerequisites. spell slot. You can cast this spell in this way a number of
times equal to your Charisma modifier. You regain all uses of
Book of Unlimited Power the feature when you complete a short or long rest.
prerequisite: Pact of the Tome feature, 9th level
Choose two Warlock spells from the Warlock spell list that Ray Control
are: not cantrips, you do not already know, and are of a spell prerequisite: Otherwordly Patron: the Eye Tyrant, 7th level
level you can cast. Your Book of Shadows now contains these Where you would normally roll on your Eye Rays table, you
spells. As long as your spell focus is the Book of Shadows, can instead choose one ray. You must finish a short or long
you can cast these spells as if you had learned them. When rest to use this feature again.
you learn a new spell, you may additionally replace a spell in
the Book of Shadows with any other from the Warlock spell Fiendish Retribution
list you can cast. Additionally, you can cast any spell from this prerequisite: Otherwordly Patron: the Fiend, 7th level
book without expending a spell slot. Once you cast a spell in When a creature reduces your temporary hit points to 0,
this fashion, you can't again until you complete a long rest. you can cast hellish rebuke as a reaction without expending a
spell slot.
Breath of the Ancients
You can breathe both in both air and water.
Fey Step
prerequisite: Otherworldly Patron: the Archefey, 7th level
You can cast misty step at will, without expending a spell
slot.
Foreboding Mists
prerequisite: 7th level
You can cast fog cloud at will, without expending a spell
slot.
Otherwordly Traveler
prerequisite: 15th level
You can cast the spell plane shift without using a spell slot,
targeting only yourself. Once you use this feature, you must
finish a short or long rest before using it again.
Eternal Servant
prerequisite: Otherworldly Patron: the Undying, 7th level
Over the course of one minute, you create either a zombie
or a skeleton from the corpse of a medium or smaller
humanoid. As an action, you can mentally command the
zombie or skeleton to: take a particular action and move to a
specific location during its next turn or follow a general
command. Examples of such include carrying your
belongings while following you or guarding a corridor. If you
do not command it, it follows behind you and protects you to
the best of its ability. The creature remains under your
control until you use this feature again, destroying your first
servant on the creation of a new one.

4
Restriction: Females Only
While hags enjoy tormenting all souls, only women can
A Child's Song acquire power from them. Only female characters can select
Nothing is sweeter to a child's ear than that of rhyme and this sorcerous origin.
rhythm. Children's songs tell stories and teach lessons; these
lessons are often shrouded and disguised as childish rhyme Hag's Influence
and playful story. Lessons as simple as "don't journey alone in Some sorcerers who gain their power from a Grandmother's
the woods" are emblished by tales of evil witches and twisted Gift adopt an ideal or trait they share with this powerful hag.
fey stealing away the children and baking them into pies. When you select this origin at first level, you can choose to
These embelishments aren't always fiction—twisted adopt a quirk from the table below.
creatures wait in the dark, cursing the living and the young Origin Quirk
into abominations. d6 Quirk
These songs also tell of heroes such as children of the
wood—once cursed by these creatures and destined for a life 1 You enjoy atypical food.
a misery—who transform their wicked magic into a source of 2 You decorate your hair with twings and bones.
goodness. These stories have been passed down for
generations in song, many going above and far beyond the 3 Your home decor includes eyeballs on strings, fingers,
and fine quilts.
real scope of events. Others, however, shine light into the
history of these children and reveal the true sorcerous magic 4 Your eyes sometimes look off into two directions.
they grew into and adopted. You've never noticed.
5 You see premonitions in groupings of three, even when
they are not really there.
Sorcerous Origins 6 You keep an odd assortment of trinkets that you claim
Different sorcerers claim different origins for their innate have magical properties.
magic. Although most of these origins involve draconic or
wild magic bloodlines, some are tainted with the twisted Cursed Appearance
magic of the dark sisterhood. Starting at 1st level, your bloodline has been cursed with a
twisted appearance. Choose one of the Hag families to adopt
Grandmother's Gift at this level. You adopt the physical traits and an ability of that
A young, green-skinned elf with knotted black hair that falls family.
past her waist sits out in the woods, playing with her new Annis.
friends. Unbeknownst to her, a ferocious mother grizzly
approaches, displeased at the sight of her cubs in the hands Your skin becomes thick and grey. You grow bulbous
of this stranger. As the bear rages, charging towards the girl, warts. Choose one of the following damage types:
thick, harmless roots entangle the elf. They protect and allow bludgeoning, slashing or piercing. You have resistance to the
her to continue playing with the two excited cubs. selected damage type. Natural difficult terrain in
Swinging down from the broken mast, a soggy, hideous mountainous terrain costs you no extra movement.
woman sinks into the shipwreck. Her neck ripples open, Bheur.
revealing gills, as she submerges herself into the water. She Your skin turns pale blue and always seems dry to the
journeys below deck, passing the bodies of the slain sailors touch. You have resistance to cold damage and difficult
(though taking a moment to pick their pockets) while terrain composed of ice or snow costs you no extra
searching through the hull. This ship has been an excellent movement.
find. Perhaps it can be a home for a time.
A busty dwarf grabs the silver from several tables, thanking Green.
the patrons and promising their food shortly. She ducks up Your skin turns a sickening shade of green and your hair
the staircase, form slowly changing back into that of a purple- grows twice as fast. You learn the find familiar spell and can
skinned human. Her hair covers her horns, and she chuckles cast it as a ritual spell.
as she places the coins into her purse. A few minutes pass by
before a ruckus is heard below. The hungry patrons are Night.
furious at the theft and demand the head of this dwarf Your skin turns dark purple and you grow two small black
woman. She slips down and out the door with her cloak on, horns from your head. As an action, you can magically
clearly too tall to be the perpetrator. polymorph yourself into a small or medium female humanoid
Your innate magic comes from the blood of an ancient hag, for 10 minutes. You retain all of your physical and mental
passed down through twisted offspring and the corruption of ability scores in this new form. Any equipment you are
your family over time. Some with this power have it because carrying isn't transformed with you. You can revert to your
of a grandmother hag's curse; others got their power by true form as an action, and you revert to your true form when
having ancestors who bargained with a powerful coven. you die. Once you use this feature, you must complete a short
Some people come into power after direct dealings with a or long rest before using it again.
hag. Their sorcerous powers grow from a dark fey ritual.

5
Sea Grandmother's Visage
Your skin is soggy to the touch and covered in wrinkles. Additionally at 6th level, your powers adjust to accommodate
Your hair mimics seaweed in color and texture. You can looking like a hag. You can cast the following spells by
breathe in both air and water and have a swim speed equal to consuming sorcery points equal to their spell level: disguise
your movement speed. self, alter self, fear. Casting a spell using this feature does not
expend any spell slots but still requires verbal, somatic, and
Expanded Spell List (Coven Spells) material components. Any used material components are
Additionally at 1st level, you adopt one of three Covens: consumed. Once you cast a spell using this feature, you can't
Death, Nature or Prophecy. Choose one coven spell list. cast it again until you complete a short or long rest.
Spells from your coven's spell list are added to the sorcerer
spell list for you. Fate in Threes
Spell Prophecy
At 14th level, you understand the omens otherwise unclear to
Level Death Spells Nature Spells Spells your allies. When you—or an ally that you can see or hear—
rolls a natural 3 on an attack roll, ability check, or saving
1st hex, inflict entangle, faerie bane, bless throw, as a reaction you can have the target immediately
wounds fire reroll the die. The new result is then used as if it were the
2nd gentle repose, moonbeam, pass augury, locate original roll.
ray of without trace animals or
enfeeblement plants Coven Sisterhood
3rd bestow curse, conjure animals, nondetection, At 18th level, you have become an equal part (willing or not)
speak with dead plant growth spirit guardians with the ancient coven magic. You can cast any spell from
4th dath ward, conjure woodland divination, your chosen coven's spell list by consuming sorcery points
phantasmal killer beings, giant locate creature equal to the spell’s level. You can spend additional sorcery
insect points to increase the level of the spell cast by 1 per 2 sorcery
5th antilife shell, commune with commune,
points spent. You can't cast 6th level or higher spells using
contagion nature, tree stride dream this feature. Casting spells using this feature does not expend
any spell slots but still require verbal, somatic and material
You learn one additional spell from your coven's list at 1st, components. Any material components used are consumed.
6th, 14th, and 18th level.
Coven's Blessing
Variant Rule: Cantrip
At 6th level, you gain an additional Metamagic option based Customization
on your chosen Coven. This variant provides additional custom effects for all Player's
Coven Metamagic Description Handbook and Elemental Evil Cantrips. When playing with
this variant at 5th, 11th, and 17th level, in place of gaining the
Death Cursed
Spell
When you cast a spell that requires
one or more creatures to make a
regular upgrades to cantrips listed in their spell description,
saving throw, you can spend 1 you can instead choose one of the improvements from the
sorcery point per affected creature tables below for each of your cantrips.
and choose one ability. Creatures This variant is designed to give all cantrips level scaling
that fail the spell's saving throw have and allow players to customize their cantrips to better fit their
disadvantage on ability checks using play style. Players can choose to improve damaging cantrips
the chosen ability for 24 hours. exactly as they currently scale. However, they also now have
Nature Entrancing When you cast a spell that requires options that make these spells more flexible in other aspects
Spell one or more creatures to make a of combat and exploration—in exchange for the raw damage
saving throw at the end of their presented in the basic spell. For flavor, players may want to
turns, you can spend the spell's level
sorcery points. Creatures that fail the
rename a spell (such as Ray of Frost to Freezing Ray) or add
spell's saving throw have the spellcaster's name to show onwership of the custom
disadvantage on all subsequent cantrip and reflect their unique choices.
saving throws to end the effects of Eldritch blast is deliberatly absent from this list.
the spell early.
Prophecy Foretold When you cast a spell that requires Expanded Cantrips
Spell an attack roll or forces one or more At 5th, 11th, and 17th level, your cantrips improve. When
enemies to make a saving throw, you
can spend sorcery points equal to
your cantrips improve, choose one of the following options
the spell's level and roll a d20. You listed under improvements in each group below. You may
can choose to replace any attack roll select one option multiple times, and the effects always stack.
you make or any saving throw an When you learn a new cantrip, the cantrip gains the same
enemy makes during the duration of number of improvements as your other cantrips currently
the spell with the rolled result. You have. For example, if you learn the dancing lights cantrip at
must choose to replace the attack
roll or saving throw before the roll.
12th level, it gains two improvements.

6
Player's Handbook Cantrips Cantrip Improvement 1 Improvement 2
Cantrip Improvement 1 Improvement 2 Sacred Damage increases Damaged creature
Acid Splash Damage increases by Choose one Flame by 1d8 subracts 1 from their AC
1d6 additional creature until the end of your
within range to next turn
affect Shillelagh Add 1 to weapon Duration of spell persist
Blade Ward One extra resistance Duration of the attacks made with 1 minute longer
to an elemental spell persists 1 affected weapon
damage type of your round longer Shocking Damage increases Extra melee spell attack
choice Grasp by 1d8 against creature within 5
Chill Touch Damage increases by Duration of the feet
1d8 spell persists 1 Spare the Range increases Choose one additional
round longer Dying from touch to 5 within range to affect
Dancing Lights Create one additional Duration of the feet, or increases by
light within range spell persists 10 5 feet
minutes longer Thaumaturgy Can maintain one Range increases by 10
Druidcraft Can create one Range increases by additional 1 minute feet
additional effect 10 feet effect at a time
within range Thorn Whip Damage increases Pulls creature an
Firebolt Damage increases by Damage increases by 1d6 additional 5 feet
1d10 by 4 towards you
Friends Choose one additional Duration of the True Strike Range increases by Choose one additional
creature to affect spell persists 1 10 feet creature within range to
minute longer affect
Guidance Add 1 to rolled result Duration of the Vicious Damage increases Choose one additional
spell persists 1 Mockery by 1d4 creature within range to
minute longer affect
Light Choose one additional Dim and bright Elemental Evil Cantrips
object to affect light radius
increases by 5 feet Cantrip Improvement 1 Improvement 2
Mage Hand Can carry objects that Range and distance Create Damage increases Range increases by 10 feet
are 5 lbs heavier before vanishing Bonfire by 1d8
increases by 10 Control Can maintain one Range increases by 10 feet
feet Flames additional non-
Mending Casting time reduced Dimension of break instantaneous
by 18 seconds size increased by 1 effect at a time
foot Frostbite Damage increases Disadvantage on one
Message Distance through Range increases by by 1d6 additional weapon attack
solid objects doubles 30 feet roll before the end of the
before being blocked creature's next turn
Minor Illusion Range increases by 10 Duration of spell Gust Push distance of Range increases by 10 feet
feet persists 1 minute creatures and
longer objects increased
by 5 feet
Poison Spray Damage increases by Can target one
1d12 additional creature Magic Stone Imbue up to one Rocks add 1 to damage
to affect within additional pebble
range Mold Earth Can maintain one Range increases by 5 feet
Prestidigitation Can maintain one Range increases by additional non-
additional non- 10 feet instantaneous
instantaneous effect effect at a time
at a time Shape Can maintain one Range increases by 10 feet
Produce Flame Damage increases by Dim and bright Water additional non-
1d8 light radius instantaneous
increases by 5 feet effect at a time
Ray of Frost Damage increase by Speed reduction Thunderclap Damage increases Range radius increased by
1d8 increased by 5 feet by 1d6 5 feet
Resistance Add 1 to rolled result Duration of spell
persists 1 minute
longer

7
A Goblin's Field Guide

A
dusty, barely-used brown leather book sits up on Maneuver Effect
a book keep's shelf. It is unmarked, and its Deceptive When you hit a creature with a weapon attack,
binding still smells faintly of rotting meat. This Strike. you can use your bonus action and expend one
book, once made by a Hobgoblin general superiority die, adding the superiority die roll to
intending to teach his lesser comrades the ins the attacks damage roll. You may immediately
and outs of goblinoid tactics, was only opened move up to half your speed and take the Hide
once by a goblin when it was used as a towel. action.
Within its covers are the secret techniques and tricks this Driver's On your turn, you can use a bonus action and
hobgoblin observed while fighting alongside the Buck-fang Command. expend one superiority die to command and
goblin clan. While he hoped to bring their brutal and lethal instill anger within one of your companions.
techniques to the clans throughout their kingdom, the goblins When you do so, choose a friendly creature
that can see and hear you. That creature adds
disregarded the book. It turns out that goblins don't your Charisma modifier to the next attack roll
particularly enjoy reading, and the secrets the book holds they make before the start of your next turn
aren't secrets at all to goblin kind. and adds the superiority die roll to the attacks
While the book is of little use to goblins, the techniques and damage roll.
descriptions the hobgoblin wrote down can assist others who Tumbling When you hit a creature that is at your size or
fit the goblinoid description yet lack a goblin's instinct. Such Attack. larger with a melee weapon attack, you can
characters can harness this unorthodox tool kit to aid them in expend one superiority die to attempt to
battle. tumble through the creatures space. You add
The following are additional options designed for play with the superiority die roll to to the attacks damage
goblin characters but may be used as a general expansion to roll and make a Dexterity (Acrobatics) check
martial characters. contested by your targets Dexterity
(Acrobatics). On a success, you pass through
the creature's space.
Additional Fighting Styles Vaulting When you hit a creature that is at least one size
Strike. larger than you with a melee weapon attack,
These additional fighting styles are available to specific you can expend one superiority die to attempt
classes when they would normally receive the Fighting Style to vault onto the creature. You add the
feature. superiority die roll to the attacks damage roll,
and you make either a Strength (Athletics) or
Fighting Dexterity (Acrobatics) check contested by the
Style Classes Effect target's Dexterity (Acrobatics) check. If you win
Bushwacker Fighter, Add a d6 to weapon attack and the contest, you move into the target's space
Ranger damage rolls against any creature that and cling to its body.
hasn't taken a turn in combat yet.

Some of these maneuvers are designed to be used


Martial Maneuvers alongside the Climb a Larger Creature variant and
These maneuvers are designed to be used with the the Tumble variant in the Dungeon Master's Guide,
Battlemaster fighter archetype. You can take any of these page 271 and 272.
options in place of a regular martial maneuver when you
would normally be able to gain martial maneuvers.
Roguish Archetype
Rogues have many features in common. These include their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
Different rogues, however, steer those talents in varying
directions—embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focus- not necessarily an
indication of your chosen profession, but a description of your
preferred techniques.

8
Giant Slayer Starting at 3rd level, when you are grappled by a medium or
larger creature, you can use the bonus action granted by your
A nimble halfling slips between the ogre's legs, splitting open Cunning Action in an attempt to escape the grapple.
its tendons and dripping its blood to the ground. The ogre
screams out in pain and falls over backwards. The halfling Lethal from Below
dodges out of the way as the body collapses to the ground. At 3rd level, you are more capable of dealing tremendous
She turns to her allies, smirking at their awe-struck faces. damage to giant creatures. When you have advantage on an
"What? Did you think a little girl like me couldn't handle a big, attack roll made with a finsese or ranged weapon against a
smelly ogre like him?" large or larger creature—and your target has another enemy
A wirey gnome climbs up the sides of a tunnel within a that isn't incapacitated within 5 feet of it—you may double the
dragon's den, pack full of treasure and books. A mighty roar amount of sneak attack dice you roll.
echoes from beneath, but it doesn't phase him. He has what Once you deal extra sneak attack damage to a creature this
he came for and has done this many times. The dragon won't way, you can't again against the same target until you
find him, and the precious books he has aquired will tell complete a long rest.
many of the secrets the red tried to lock away from his
people. Scrappy
Breathing heavy, a goblin hides inside a barell. "Where he At 9th level, your experience has provided additional benefits
go? Find him!" Several bugbears pass by, looking high and outside of fights. You can squeeze into spaces one size
low. He slips out of the barrel just in time, working his way smaller than your size with no penalty and crawling no longer
silently out the door he just came in. Their dinner was costs you additional movement
delicious—next time, he'll make sure not to get noticed.
Small statured creatures can often take advantage of their Surefooted
size as a rogue. You are practiced at striking down creatures At 13th level, when climbing on terrain or creatures, your
much larger than you and thrive at slipping between their experience has granted you additional benefits. You have
fingers (or claws). Treasure hunters, mercenaries, assassins, advantage on: Strength (Athletics) checks to remain attached
and other brands of small-sized adventurers have adopted to a surface you are climbing across as well as advantage
this archetype. These features provide an edge in combat when making Dexterity (Acrobatics) checks and Dexterity
against giant enemies. Your nimble escapes and dances with saving throws made to avoid falling prone or off of objects.
death dealing with large monsters help when adventuring in
their lairs. Tall Tales
Additionally at 13th level, your feats of grandeur when
Restriction: Small Size Only handling larger than life creatures astounds others. Add half
Only creatures that are under four feet tall can truly utilize your proficiency bonus, rounded down, to Charisma ability
the methods and mastery of the Giant Slayer archetype. Your checks you are not proficient in. You have advantage on non-
DM may allow larger creatures to adopt this archetype in magical saving throws against being frightened.
specific cases but the option is designed to be used mainly
when playing Halflings, Gnomes, Goblins, and Kobolds. Heavy Hitter
Starting at 17th level, you gain expert knowledge of striking
Pint-Sized Fury large targets. When you hit a creature you share a space with
Dealing with creatures triple your size and larger has some that is large or larger with an attack, you can choose to
effects on the mind as well as the body. You have developed a critically hit even if the attack normally would not have
quirk over your time adventuring that reflects your relations critically hit.
with Giants. Once you use this feature, you must complete a short or
When you take this archetype at 3rd level, you can choose long rest before using it again.
to develope a quirk from the table below.
Size Quirk This roguish archetype is designed to be used
d6 Quirk alongside the Climb onto a Bigger Creature variant in
the Dungeon Master's Guide, page 271.
1 Short jokes boil your blood.
2 Your revenge typically involves tripping the irritant.
3 You get offended when people offer to help you get to
places you can't reach.
4 You prefer to sleep in small spaces such as barrels or
drawers.
5 You wish you were taller; your dress expresses this.
6 Nothing is more exciting than grappling with a
dangerous foe.

Slippery

9
Tales of Earthshakers

B
ards tell tales from adventures of their own as Path of the Giants barbarians fuel their rage and power
well as the adventures of the daring. One such from the study of Giants or by sharing their blood. Some
bard spent his time among the taller folk: barbarians develop these traits naturally and unknowingly
giants. His adventures led him to meet some of while others train themselves rigorously to adopt the ways of
the most terrifying creatures out there as well a specific line.
as some of the most daring adventurers in the
realms. Restriction: Medium size or larger
"Having traveled to and from the realms of the richest and Only creatures that stand above 4 feet can truly follow in the
most dangerous monsters, none have proven more lucritive footsteps of the all-father.
or dangerous than the homes of giants. My wealth and fame Your DM may allow other creatures to take on this option.
has come from the luxuries swindled and smuggled from Some small characters that have devoted their life to
beneath giants noses—my competition, on the other hand, studying ancient Giant tactics or worship deities in the Giant
prefers a more brutish method. Pantheon may also be allowed to adopt this primal path.
I have seen many who have felt entitled to the wealth giants
hold. These are people who hold rage close to their hearts Lineage Trait
and speak tales of their ancient rites over lands and gold Your Giant heritage has rubbed off in how you treat yourself
giants' posses. Others talk of friendships and patronage to and others. You may have gained a quirk associated with your
giants, embracing the giant pantheon and lifestyle. ancestors.
Of these people, only a small group have harnessed the When you take this Primal Path at 3rd level, you can
power of giants. These warriors shaped the world around choose to gain a quirk from the table below.
them, leading tribes to new glory and reclaiming the land of
their ancestors through their sheer dedication and passion." Heritage Quirk
d6 Quirk

Primal Path 1 You'd rather ally yourself with a devil than a dragon.
2 One of your hobbies is making crafts out of enemies'
Rage burns in every barbarian's heart. It is a furnace that bones.
drives him or her toward greatness. Different barbarians
attribute their rage to different sources, however. For some, it 3 You find smaller creatures adorable and often treat
is an internal reservoir where pain, grief, and anger are them like children.
forged into a fury hard as steel. Others see it as a spiritual 4 You eat as if you were a size larger.
blessing, a gift of a totem animal. 5 You enjoy hurling rocks (the bigger the better).
Path of the Giants 6 Your idea of "soon" is very different than common folk.
A chubby, dim-witted man garbed in his miner's clothes sits in Giant Heritage
a crowded bar, slamming down his tenth empty tankard on At 3rd level, you adopt the aspects of one of the great lines of
the table. His wasted opponent falls unconscious halfway Giants. Choose a Heritage below. While raging, you have
through his drink. The crowd goes wild, showering him with resistance to the damage type of your chosen heritage and
praise. While he may not realize it, the hill giant's blood that gain additional benefits based of your heritage at 6th and
taints his family line has won him more drinking contests 10th level.
than he can count. All he knows is that he's still thirsty and
orders another round. Heritage
In the arctic north, a young, toned goliath tracks a buck. Giant Type Resistance
She has been after it for a few days now and can feel the
hunger gnawing at her sides. Catching a glimpse of its Hill Poison
antlers, she channels her inner rage, lifting a massive rock Stone Acid
and hurling it at the beast. A sickening crack comes as the Frost Cold
rock collides with the beast's skull, causing it to fall. Pleased
with the outcome of this venture, she drags the slain beast to Fire Fire
her clan to help feed the hungry and persevere until spring Cloud Thunder
arrives.
A burly dwarf with a dirty red beard sits at an anvil, Storm Lightning
hammering against it to form a masterwork axe. While he
may currently be in exile, he knows his dedication studying Giant's Grip
his enemies will pay off. He can turn their rage against them, Additionally at 3rd level, your grip mimics the giants' of old.
harnessing their strength and size into a powerful weapon to Treat weapons with the versatile property as having their
retake his family's lands. He will avenge his ancestors and versatile damage die while wielded in one hand.
slay the fire giants that bested his once-proud dwarven clan.

10
Also, while raging, treat weapons you are proficient with that Spellcasting
have the two-handed property as if they didn't have the two- Heritage Spell Glyph Modifier
handed property. Hill confusion, stinking cloud Constitution
Stone hold person, stoneskin Wisdom
Heritage Aspect
At 6th level, your giant heritage comes out even while calm. Frost nondetecnion, sleet storm Constitution
You gain an aspect based on your giant heritage. Fire daylight, protection from Charisma
Heritage Aspect energy
Hill You are immune to the poisoned condition. You Cloud fly, wind wall Charisma
can go twice as long without needing to eat or Storm water breathing, water walk Wisdom
drink. When you roll a hit dice to regain hit
points, add 1 to each roll.
Once you create any glyph in this way, you can not create
Stone You gain proficiency in one set of artisan's tools another glyph using this feature until you complete a long
of your choice and one skill of your choice. Your
hit point maximum increases by your level, and it
rest.
increases by 1 every time you gain a level.
Image of the All-Father
Frost You gain proficiency in the Animal Handling or Starting at 14th level, your rage finally taps into the full
Survival skill. Moving through non-magical
difficult terrain in arctic terrain costs you no extra
depths of your giant heritage. While raging, you gain these
movement. You do not suffer disadvantage on benefits:
Wisdom (Perception) checks that rely on sight in
lightly obscured areas.
Your size doubles and weight is multiplied by eight. This
increases your size category by one. If there isn't enough
Fire You gain proficiency in smith's tools or jeweler's room for you to double your size, you attain the maximum
tools and the Athletics or Intimidation skill. You possible size in the space available.
can see in non-magical darkness out to 120 feet
and non-magical difficult terrain in mountanious
Your equipment changes size with you. Your weapons are
terrain costs you no extra movement. enlarged, dealing an additional 1d4 damage.
Your new stature increases the reach of your attacks by 5
Cloud You gain proficiency in the Deception or feet.
Persuasion skill. Add half your proficiency bonus,
rounded down, to any Charisma ability checks
Weapons that do not have the heavy or two-handed
that don't already include your proficiency bonus. property are considered light for you.
Reduce the damage you take from falling by You are immune to your heritage's resistance type from
twice your level. the Giant Heritage table.
Storm You gain a swim speed equal to your movement
speed. You can cast the augury spell but only as a
ritual. Once you cast augury in this fashion, you
must complete a long rest before you can cast it
again. Wisdom is your spellcasting modifier used
for this feature.

Rune Magic
At 10th level, you gain a basic understanding of Rune Magic.
You have the ability to create two different glyphs, determined
by your heritage.
Over the course of one minute, you inscribe a glyph into a
solid surface (such as a table or a section of floor or wall) that
stores a spell. The glyph covers a 5 foot wide area, and lasts
24 hours or until you create a new glyph. The glyph is easily
noticeable unless deliberately concealed.
The glyph is triggered if any creature speaks the runic
word within 5 feet of the glyph or touches it, activating the
stored spell within and applying its effect to whoever
triggered it. If the spell affects an area, the spell is centered
on the triggering creature. If the spell requires concentration,
it lasts until the end of its full duration. You ignore any
material components necessary to cast a spell in this way.
Your spell casting modifier for any spells cast by this
feature is determined by your heritage.

11
Feats of Strength Serpent Quirk
d6 Quirk
These feats are designed to be used along side Path of Giant
barbarians but may be taken by anyone meeting the 1 You enjoy swallowing your food whole when you can.
prerequisites. 2 You aren't disgusted by the idea of consuming other
humanoids.
Improvised Throwing 3 Everybody fits into a caste—you know servants have
Prerequisite: Strength of 13 or higher their place.
You are well versed in hurling various unusual objects at 4 You flick your tongue out at odd times to check your
creatures. You gain the following benefits: surroundings.
Weapons that do not not already have the thrown or 5 You avoid walking in straight lines. You prefer a more
ranged property have the thrown property to you with a serpentine path.
range of 10/30. 6 Some colloquialisms confuse you. Why would a liar
Attacking at long range doesn't impose disadvantage on have a forked tongue (like you)?
your attack rolls made with light thrown weapons.
When you hit a small or smaller creature with a heavy Serpent Gods
thrown weapon, the creature must succeed on a Strength When you select this option at 1st level, you additionally
saving throw (DC 8 + your Strength modifier + your select one of the three serpent gods to worship: Dendar (the
proficiency bonus) or be knocked prone. Night Serpent), Merrshaulk (Master of the Pit), or Sseth (the
Rune Magician Sibilant Death). All clerics of this domain share one spell per
Prerequisite: Intelligence of 13 or higher level. Your second domain spell at each level is determined by
You have learned several magical Giant runes, which you which serpent god you have chosen.
know and can inscribe to gain their effects. Serpent Spells
Choose two first level Wizard spells that: do not have the Cleric
target self, have a casting time of one action, and do not Level Spells (All) Dendar Merrshaulk Sseth
include a spell attack roll. You learn how to form these two
spells into glyphs associated with a runic word. Over the 1st detect poison arms of sleep charm
course of 1 minute, you inscribe a glyph into a solid surface and disease Hadar person
(such as a table or a section of floor or wall) that stores one of 3rd suggestion darkness invisibility crown of
the two learned spells. The glyph covers a 5 foot wide area madness
and lasts 24 hours or until you create a new glyph. The glyph 5th fear hunger of vampiric hypnotic
is easily noticeable unless deliberately concealed. Hadar touch pattern
The glyph is triggered if any creature speaks the runic
word within 5 feet of the glyph or touches it, activating the 7th dominate beast phantasmal
killer
blight confusion
stored spell within and applying its effect on the triggering
creature. If the spell affects an area, the spell is centered on 9th dominate contagion dream mislead
the triggering creature. If the spell requires concentration, it person
lasts until the end of its full duration. You ignore any material
components necessary to cast a spell in this way. Bonus Proficiency
Once you create a glyph in this way, you cannot create a When you choose this domain at 1st level, you gain
new one until you complete a long rest. proficiency with scimitars and the Deception skill.
Variant Feat: Practiced Cantrips Bonus Cantrips
prerequisite: 5th level, must be able to cast 2 different You learn one of the following cantrips: acid splash,
cantrips druidcraft, poison spray.
Choose two cantrips you know. Each cantrip gains 1
additional improvment. A cantrip can not have more than 3 Forked Tongue
of any one improvement. At 1st level, you have the magical ability to communicate with
snakes. You can cast the spell speak with animals at will but
it can only be used to comprehend and verbally communicate
Serpent Domain with snakes. Casting speak with animals using this feature
Followers of the Serpent Domain are divided into three sects: doesn't expend any spell slots.
the Night Serpent, the Master of the Pit, and the Sibilant
Death. Each of these sects share the larger powers and
qualities of the pantheon but have individual differences that
shape them into very different warriors.
Serpentine Lifestyle
Your worship and practice has lead to some quirky lifestyle
changes. At first level, you can choose to adopt a trait from the
table below.

Serpent Quirk
12
Channel Divinity: Shape of the Gods Sseth
At 2nd level, you can use your Channel Divinity feature to Deceiver's Speech.
assume the shape of the gods. As an action, you present your holy symbol and utter a lie
As an action, you present your holy symbol and whisper a to your god. He blesses you with deceiver's speech, granting
prayer to the serpent gods. You transform into a poisonous you advantage on Charisma ability checks you make for the
snake, constrictor snake, or a bonus creature determined by next 10 minutes. Additionally, you are immune to effects that
your serpent god. Your game statistics change to match your would force you to tell the truth for the duration.
new form with the exception of your mental ability scores
(Wisdom, Intelligence, and Charisma). You revert back to Divine Strike
your normal form after 1 hour or when your hit points in your At 8th level, you gain the ability to infuse your weapon attacks
current form are reduced to 0. with the damage of your serpent god. Once on each of your
You assume the hit points of your new form. You return to turns, when you hit a creature with a weapon attack, you can
the number of hit points you had before you transform when cause the attack to deal an extra 1d8 points of damage. When
you revert to your normal form. If you revert as a result of you reach 14th level, the extra damage improves to 2d8. The
dropping to 0 hit points, any excess damage carries over into damage type is determined by your serpent god.
your normal form. You can only speak using your forked Serpent God Damage Type
tongue trait while in this form and cannot cast spells other
than speak with animals and your domain spells. Casting Dendar necrotic
spells while transformed requires no verbal, somatic, or Merrshaulk poison
material components.
Your gear melds into your new form. You can not activate, Sseth psychic
use, wield, or otherwise benefit from any of your equipment.
Image of the Snake
Serpent God Bonus Creature At 17th level, your god's form transforms you. Choose two of
Dendar Giant Constrictor Snake* the following phyiscal transformations. You can adopt these
Merrshaulk Giant Poisonous Snake
transformations as a bonus action and can revert back to your
original form as a bonus action.
Sseth Flying Snake
Fangs
* Your total HP is 30 (4d12+4) while in this form. You grow massive venomous fangs. While transformed, you
can make an unarmed strike as a bonus action using your
Serpent God's Chosen fangs. You are proficient with this attack, and you deal 1d6+
At 6th level, you gain a Channel Divinity based on your your Strength modifier points of piercing damage on hit.
serpent god. A creature hit by your bite must succeed on a Constitution
saving throw against your cleric spell save DC. Otherwise,
Dendar they take 2d8 points of poison damage and become poisoned
Invoke Nightmare. until the start of their next turn. A creature that passes the
As an action, you present your holy symbol and utter a save takes half damage and is not poisoned.
prayer of terror. Choose a creature you can see within 60 feet.
The target must make an Intelligence saving throw. On a Tail
failed save, an affected creature's deepest fears manifest Your legs form into a single tail, increasing your movement.
around and frighten it in the form of illusions only it can see. While transformed, your speed increases by 10 feet.
They then begin attacking. The illusions deal 2d10 psychic You can make an unarmed strike a as a bonus action using
damage to the target at the start of its turn. You must your tail. You are proficent with this attack, and deal 1d6 +
maintain concentration on this effect as if it were a spell to your Strength modifier points of bludgeoning damage on hit.
maintain the illusions, which last for up to one minute. The You may attempt to grapple a creature for free that is hit by
target repeats the saving throw at the end of its turn and ends this attack. You can only have one creature grappled at a time
the illusions on a success. with this transformation.
Merrshaulk Tendrils
Slumber. Your arms warp into serpentine tendrils. While transformed,
As an action, you present your holy symbol and utter a you can make two unarmed strikes as a bonus action using
prayer to Merrshaulk. Choose a creature you can see within your tendrils. You are proficient with these attacks, and you
60 feet of you. The target must succeed on a Constitution deal 1d8+your Strength modifier points of bludgeoning
saving throw or fall into a magical sleep and be unconcious damage on hit.
for 1 minute. A sleeping creature awakens if it takes damage Creatures hit by your tendrils have disadvantage on attacks
or if somebody uses their action to shake or slap it awake. of opportunity against you until the start of your next turn.
The magical sleep has no effect on creatures immune to
being charmed.

Sseth
13
Eyes
Your eyes change to represent those of a snake. While
transformed, you gain darkvision out to 120 feet if you did not
already have darkvision. You can also see through magical
darkness. If you already have darkvision, the range on your
darkvision increases out by an additional 60 feet. You can
now also see through magical darkness.
Scales
Your skin warps and forms scales. While transformed, you
gain a +1 bonus to your armor class while you are not
wearing heavy armor. If you are wearing no armor, your AC
equals 11 + your Constiution modifier + your Dexterity
modifier.

14
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