Class Associated Notes[ +- ] Non-Spell Casters
Unless you are a Spell Caster you will not know how to read/write by default. It must be taken as a Language Option
[ +- ] Starting Armor
The Following Starting Armors are replaced by the following House Rule Armors
Leather ------: Heavy Cloth or Heavy Hide
Scale Mail ---: Cuir-Bouilli
Chain Mail ---: Cuir-Bouilli
Class Specific Adjustments/Additions[ +- ] Barbarian
Rage Addendum : Dashing towards an enemy counts as acting them even if the character does not reach them for any reason such as being prevented from reaching all opponents due to some obstacle that cannot be bypassed. However, if the obstacle could be bypassed even if extremely risky the character must attempt to do so or voluntarily end their rage.
[ +- ] Fighter
Second Wind : The character has a limited well of stamina that they can draw upon to protect themselves from harm. On their turn, they can use a Bonus Action to regain hit points equal to 1d4+6+their Fighter Level. Once they use this feature, they must finish a Short Rest before they can use it again.
[ +- ] Druid
Wild Shape
Starting at 2nd level, the Druid can use their action to magically assume the shape of a Beast that they have spent time spiritually integrating with. They can use this feature twice. They regain expended uses when they finish a short or long rest. Further, during a long rest the Druid may also change the Beasts that they have spiritually integrated with. A Druid can spiritually integrate with up to 1 Beast per 2 full Wisdom points they possess plus 1 additional Beast per level if a Land Druid or 2 additional Beast per level if a Moon Druid.
The Druid level determines the beasts they can transform into, as shown in the Beast Shapes table below.
Level .... Moon CR.... Land CR ..... Limitations
. 2nd ......... 1 .......... 1/4 ........... No Flying nor Swimming speed
. 4th ....................... 1/2 ........... No Flying Speed
. 6th .......... 2
. 8th ........................ 1
. 9th .......... 3
12th ......... 4
15th ......... 5
18th ......... 6
The Druid can stay in a Beast Form for a number of hours equal to half their Druid level (rounded down). They then revert to their normal form unless they expend another use of this feature. They can revert to their normal form earlier by using a Bonus Action on their turn. They automatically revert if they fall unconscious, drop to 0 hit points, or die.
While the Druid is transformed, the following rules apply:
Their game statistics are replaced by the statistics of the Beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the beast. If the Beast has the same proficiency as they do and the bonus in its stat block is higher than the Druid's, use the Beast's bonus instead of the Druid's. If the Beast has any legendary or lair actions, the Druid cannot use those.
As stated when the Druid transforms, they assume the statistics of the Beast but as they gain levels the Druid gains a purer form of the Beast over its more average (stat block) form. As such for every 3 full levels of Moon Druid (5 full levels if Land Druid) the Druid can increase one of the physical attributes of the Beast by 1 point. Further they assume 60% (round-down) (or 50% if a Land Druid) of the Beast's Maximum Dice Hit Points with an additional 2% being gained per level of Druid with the result being rounded up. Further they also assume the Beast's number of Hit Die where applicable. So for instance say the Beast Form stat block says Hit Points 11 (2d8+2) a Land Druid at 2nd level gets (2 x 8) x 54% = 9(8.64)+2 = 12 HP while a Moon Druid gets (2 x 8) x 64% = 11(10.24)+2 = 13 HP
When the Druid reverts to their normal form, they return to the number of hit points they had before they transformed. However, if they revert as a result of dropping to 0 hit points, any excess damage carries over to their normal form. For example, if the Beast Form had only 1 hit point and it took 10 damage then the Beast Form would take the 1 hit point it had left whereupon the Druid would then revert to their normal form and take the remaining 9 points of damage and as long as this damage does not reduce their normal form to 0 hit points, they are not knocked unconscious.
The Druid cannot cast spells while using Wild Shape until they reach 18th level and then only specific types of spells as outlined under Beast Spells can be used. Further any ability to speak or take any action that requires hands is limited to the capabilities of the Beast Form assumed. Still it should be noted that transforming does not break the Druid's concentration on any spell they may have already cast nor prevent them from taking actions that are part of a spell that they may have already cast (e.g. such as Call Lightning).
The Druid retains the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, they cannot use any of their special senses, on the flip-side they do gain all the special senses of their new Beast Form.
The Druid chooses whether their equipment falls to the ground in their current space or it merges into their new form, and/or is worn by the new form. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. The equipment does not change size or shape to match the new form, and any equipment that the new form cannot wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
[ +- ] Martial Artist
The Martial Artist uses the Fighter Class with the Battle Master Archetype along with the following changes:
Proficiency
... Armor : None
... Weapons : Simple Weapons, Martial Weapons
... Saves : Strength, Dexterity
... Skills : Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth
Starting Equipment
... Longbow and 20 Arrows --or-- Light Crossbow and 20 Bolts
... Two Martial Weapons
... One Simple Weapon
... Dungeoneer's Pack or Explorer's Pack
At 1st Level : Fighting Style is replaced with Martial Arts
Martial Arts
The character has gained mastery in combat styles that use unarmed strikes as well as weapons. The character gains the following benefits when not wearing armor nor using a shield.
• Their AC equals 10 + Dexterity Modifier + Proficiency Bonus
• All weapons the character uses have the Finesse attribute added to them.
• Unarmed Strikes do a d4 that improves to d6 at 5th, d8 at 11th, and d10 at 17th
• When using the Attack Action with an Unarmed Strike or a Weapon, the character can make an additional Unarmed Strike as a Bonus Action. Provided the character has not already taken a Bonus Action during that Turn.
Additional Battle Master Maneuver
Deflect Missiles
When another creature damages the character with a missile attack, the character can use their Reaction and expend one Superiority Die to reduce the damage taken by the number rolled on the Superiority Die + Dexterity Modifier. If the damage is reduced to 0, the character has the option to catch the missile provided they could catch such a missile and have the necessary hand(s) free to do so.
[ +- ] Monk
Way of the Four Elements (talk to me if you are interested at all in this)
[ +- ] Paladin
Divine Sense Addendum : ...know the location of any creature that draws its essence from the positive (e.g. celestials) or negative planes (e.g. true undead) of existence. The main distinction here is True Undead as your typical Zombie or Skeleton are not True Undead just magically animated corpses. Further at 6th level the radius expands to 90 feet, and at 14th level the barrier restriction drops. In places of extreme evil (GM's discretion) the character can potentially be overwhelmed requiring a Charisma save or be stunned for a number of rounds equal to how much the save was missed by.
[ +- ] Oath of Devotion Tenets
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty: This is not only Honesty in word but also Honesty in action. This is understood to mean be faithful to thyself. For within this statement can be found the premise for the distinction between truth and fact. For instance if someone were asked if they feel well they would be adhering to Honesty by exercising Politeness and answering, "Yes I feel well," when in fact is they actuality are feeling sick to their stomach. This is because there is no real intention to deceive (thus being honest to oneself), but merely exercise Compassionate (thus being honest to one's ideals) and not inconvenience another person with any unnecessary unpleasantries about ones state of incontinence such as, "No I have a very bad case of gas but thank you for asking." For while this statement is factual it does not exercise Compassion at all and thus is not true to the virtues that a follower of Devotion would extol and thus not honest to their beliefs and thus not honest to their self. So it is quite clear that Devotion emphasizes the importance of espousing Honesty, rather than literal fact. It is a fact that people who insist on others seeing things exactly the way that they do themselves, are constantly disappointed, frustrated and rather angry people. The origin of these adverse feelings is conceit and arrogance or even more fundamentally, insecurity in themselves. For, if one is truly secure in their own sense of Honesty, beliefs, and opinions, then they are not threatened by those who have their own beliefs and opinions.
Courage: This oath distinguishes between bravery and courage: for Courage is worthy of being counted among virtues only if it is exercised in the cause of Right Action. In short, Courage is doing what is right. So the concept of rushing into the jaws of death which is frequently cited as an example of courage is in fact considered by this Oath to be, a rashness of conduct that is unjustly applauded by juvenile minds. Courage is in fact doing what is right when it is right, for it takes true courage to live when it is right to live, and to die only when it is right to die. Further a truly courageous person is ever serene; they are never taken by surprise; nothing ruffles the equanimity of their spirit. In the heart of battle they remain tranquil. Of course this means that a courageous person is a well prepared and knowledgeable person. For only through knowing can one prepare oneself for the unexpected.
• Courage is not necessarily blindly attacking the enemy. True courage is being able to do what is right when it is right
• Courage means always doing what is right, which often means doing the hard thing and/or the thing you least want to do in the moment
• Courage is a product of knowledge and preparation, as this produces order and certainty, which allows one to demonstrate a calm presence of mind and the ability to discern what is right
Compassion: A person invested with power over others is expected to demonstrate equally extraordinary powers of compassion and mercy: Love, magnanimity, affection for others, sympathy and pity, are traits of Compassion, the highest attribute of the human soul. Simply put Compassion is having a feeling of distress for others and that with greater power comes greater responsibility. Or, in other words, despite being granted the authority to kill right on the spot for an offense, one demonstrates Compassion by electing to forgive, ignore, let go, or otherwise grant mercy to the offender. It should also be understood that Compassion is Courage at its highest or purest state. However it should also be stated that too much Compassion causes one to sink into weakness. Conversely too much Duty causes one to become hardened and stiff. In balance though, these two tenets create a healthy and dynamic equilibrium. So we can say that Compassion is the balancer to Duty.
Honor: This is a vivid consciousness of personal dignity and worth. For instance, taking an offense at a slight provocation is ridiculed as being 'short-tempered' which is dishonorable as it is not Compassionate. For it is stated that true Compassion means bearing the unbearable. Still this tenet is perhaps the most enigmatic of the tenets. The trouble with this is many do not have a clear definition of what Honor really means. For while we started off stating what it is what does that truly mean? Well a vivid consciousness implies one's own self-perception and not a vivid reputation, which would imply a collective perception of a person in the eyes of others. The use of the word consciousness suggests that Honor is a self-ascribed determination, one that has absolutely nothing to do with outside influence or the opinions of others. Therefore, Honor is what you think of yourself, though not necessarily what you show others in public. And, more importantly, Honor is not what other people think of you. So Honor is not your reputation but your integrity. Honor is something you carry inside of yourself, not something others assign to you. The use of the adjective vivid means clear, strong, and/or graphic. Thus having a sense of Honor requires more than just a vague consciousness or awareness of oneself, it requires a clear, strong, and graphic sense of self. The vividness of Honor implies that the ultimate "source" of Honor lies within. It is an immortal part of oneself. Also the definition includes the words "personal" and "dignity." Use of the word personal further delineates the quality of independence inherent within the virtue of Honor, eliminating outside influence – the opinions, gossip, or actions of others. Dignity has been defined as the quality of being worthy of esteem or respect and since we are talking about personal dignity we are, in fact, talking about personal respect or self-respect. So a more concise definition suggests that Honor is, in its simplest form, self-respect. As such, it must be recognized that Honor is completely, one-hundred percent within the control of each individual. Honor has absolutely nothing to do with what someone else says or thinks of you. Thus it is impossible to be dishonored by another. Instead one can only dishonor oneself through one's own actions. However, Honor is often confused with ego, which can be offended. The actual result of any infringement upon Honor (integrity) is the feeling of shame. So it is the source of this shame and/or the source of Honor that is critically important. For it is this source that differentiates the virtue of true Honor from that of simple egotism. Thus Honor requires a large measure of humility. For what someone else thinks of about oneself is of no concern to oneself and anger at some petty offense is unworthy of a superior individual.
• One cannot be shamed by another, only by oneself or one's own actions
• One cannot be dishonored by another, only by oneself or one's own actions
• Thus if one feels one has been shamed or dishonored by someone else's action, then one is being ruled by egotism
Duty: Duty states that when one finds themselves out of alignment with one's own personal values, one must raise their consciousness enough to first recognize this, and second, find within oneself the personal strength to follow a strict and narrow course of action congruent with the values one wishes to live by and exhibit. In a word, discipline. Thus discipline is the one and only path to Duty – and it is, indeed, a narrow path that few choose to follow. Much easier is it to select the a wider, more traveled road. However, in order to truly infuse oneself with the virtue of Duty, one must be able to be free from guilt of one's past actions. Thus Duty also denotes the ability to find value and wisdom in one's past actions, particularly in one's mistakes, and possessing the willingness to make any necessary amends accordingly and in proportion to one's error.
• Duty is something you give to yourself; not something that is bestowed upon you by others
• Duty means living your life by a standard of moral integrity rooted in right reasoning, not public consensus
• Duty is a challenging narrow path of disciplined actions that cause you to live without guilt
Turn the Unholy
As an Action, the character present their Holy Symbol and speaks aloud a prayer censuring fiends and undead. Each fiend/undead that is within 30 feet of the character must make a Wisdom saving throw. If the creature fails its save, it is turned. Even if the fiend/undead saves it still takes 3 points of radiant damage per 2 full levels of the Paladin. Further a successfully turned fiend/undead that was not destroyed must spend the next minute (10 rounds) trying to move as far away from the Paladin as it can. At no time can it willingly move to a space that is within 30 feet of the Paladin. It cannot take reactions and its only allowed Actions are: Dash moving away from the Paladin using the most expedient route, an Action to try to unblock its path or get passed an obstacle that is blocking its path (which may include attacking). If at any time the fiend/undead is completely prevented from fleeing from the Paladin the turning affect ends.
[ +- ] Oath of the Ancients Tenets
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you cannot preserve it in the world.
Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Turn the Faithless
As an Action, the character present their Holy Symbol and speaks aloud a prayer censuring fiends and fey. Each fiend/fey that is within 30 feet of the character must make a Wisdom saving throw. If the creature fails its save, it is turned. Even if the fiend/fey saves it still takes 3 points of radiant damage per 2 full levels of the Paladin. Further a successfully turned fiend/fey that was not destroyed must spend the next minute (10 rounds) trying to move as far away from the Paladin as it can. At no time can it willingly move to a space that is within 30 feet of the Paladin. It cannot take reactions and its only allowed Actions are: Dash moving away from the Paladin using the most expedient route, an Action to try to unblock its path or get passed an obstacle that is blocking its path (which may include attacking). If at any time the fiend/fey is completely prevented from fleeing from the Paladin the turning affect ends. If the creature’s true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while
it is turned.
[ +- ] Oath of Vengeance Tenets
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary: My qualms cannot get in the way of exterminating my foes.
Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
[ +- ] Oath of Valor Tenets
The tenets of the Oath of Valor go back nearly as far as that of The Ancients and where the Oath of the Ancients focuses on Good above all else, the Oath of Valor focuses on Righteousness above all else. This oath emphasizes the principles of being morally grounded. Further unlike the other oaths its seven central principles actually intertwine and build upon each other blending some of the elements of the oaths within as well. The paladins of this oath attempt to focus on these 7 tenets.
Right-Action (Duty): Right-Action states that when one finds themselves out of alignment with one's own personal values, one must raise their consciousness enough to first recognize this, and second, find within oneself the personal strength to follow a strict and narrow course of action congruent with the values one wishes to live by and exhibit. In a word, discipline. Thus discipline is the one and only path to Right-Action – and it is, indeed, a narrow path that few choose to follow. Much easier is it to select the a wider, more traveled road. However, in order to truly infuse oneself with the virtue of Right-Action, one must be able to be free from guilt of one's past actions. Thus Right-Action also denotes the ability to find value and wisdom in one's past actions, particularly in one's mistakes, and possessing the willingness to make any necessary amends accordingly and in proportion to one's error.
• Right-Action is something you give to yourself; not something that is bestowed upon you by others
• Right-Action means living your life by a standard of moral integrity rooted in right reasoning, not public consensus
• Right-Action is a challenging narrow path of disciplined actions that cause you to live without guilt
Courage: This oath distinguishes between bravery and courage: for Courage is worthy of being counted among virtues only if it is exercised in the cause of Right Action. In short, Courage is doing what is right. So the concept of rushing into the jaws of death which is frequently cited as an example of courage is in fact considered by this Oath to be, a rashness of conduct that is unjustly applauded by juvenile minds. Courage is in fact doing what is right when it is right, for it takes true courage to live when it is right to live, and to die only when it is right to die. Further a truly courageous person is ever serene; they are never taken by surprise; nothing ruffles the equanimity of their spirit. In the heart of battle they remain tranquil. Of course this means that a courageous person is a well prepared and knowledgeable person. For only through knowing can one prepare oneself for the unexpected.
• Courage is not necessarily blindly attacking the enemy. True courage is being able to do what is right when it is right
• Courage means always doing what is right, which often means doing the hard thing and/or the thing you least want to do in the moment
• Courage is a product of knowledge and preparation, as this produces order and certainty, which allows one to demonstrate a calm presence of mind and the ability to discern what is right
Benevolence: A person invested with power over others is expected to demonstrate equally extraordinary powers of benevolence and mercy: Love, magnanimity, affection for others, sympathy and pity, are traits of Benevolence, the highest attribute of the human soul. Simply put Benevolence is having a feeling of distress for others and that with greater power comes greater responsibility. Or, in other words, despite being granted the authority to kill right on the spot for an offense, one demonstrates Benevolence by electing to forgive, ignore, let go, or otherwise grant mercy to offender. It should also be understood that Benevolence is Courage at its highest or purest state. However it should also be stated that too much Benevolence causes one to sink into weakness. Conversely too much Right-Action causes one to become hardened and stiff. In balance though, these two tenets create a healthy and dynamic equilibrium. So we can say that Benevolence is the balancer to Right-Actions.
Politeness: This means always showing respect in one's attitude and behavior toward others or always being courteous within social settings. Should be denoted that this Politeness is rooted in Benevolence as Politeness should be the expression of a Benevolent regard for the feelings of others; it is a poor virtue if it is motivated only by a fear of offending good taste. In its highest form Politeness approaches love and stems from a good measure of proper self respect or self politeness. Further it is believed that Politeness leads to gracefulness, Gracefulness leads to efficiency, and of course Efficiency leads to power. The practice of Politeness (etiquette, manners, or gracefulness) can create states of being that facilitate commitment and fearless action. It is said that, the end of all etiquette is to be so cultivated in mind that even when quietly seated, not the roughest ruffian would dare take any harsh action towards one's person.
Truthfulness: This is not only Truthfulness in word but also Truthfulness in action. This is understood to mean be faithful to thyself. For within this statement can be found the premise for the distinction between truth and fact. For instance if someone were asked if they feel well they would be adhering to Truthfulness by exercising Politeness and answering, "Yes I feel well," when in fact is they actuality are feeling sick to their stomach. This is because there is no real intention to deceive (thus being true to oneself), but merely exercise Politeness (thus being true to one's ideals) and not inconvenience another person with any unnecessary unpleasantries about ones state of incontinence such as, "No I have a very bad case of gas but thank you for asking." For while this statement is factual it does not exercise Politeness at all and thus is not true to the virtues that a follower of Valor would extol and thus not true to their beliefs and thus not true to their self. So it is quite clear that Valor emphasizes the importance of espousing Truthfulness, rather than literal fact. It is a fact that people who insist on others seeing things exactly the way that they do themselves, are constantly disappointed, frustrated and rather angry people. The origin of these adverse feelings is conceit and arrogance or even more fundamentally, insecurity in themselves. For, if one is truly secure in their own sense of Truthfulness, beliefs, and opinions, then they are not threatened by those who have their own beliefs and opinions.
Honor: This is a vivid consciousness of personal dignity and worth. For instance, taking an offense at a slight provocation is ridiculed as being 'short-tempered' which is dishonorable as it is not Benevolent. For it is stated that true Benevolence means bearing the unbearable. Still this tenet is perhaps the most enigmatic of the seven tenets. The trouble with this is many do have a clear definition of what Honor really means. For while we started off stating what it is what does that truly mean? Well a vivid consciousness implies one's own self-perception and not a vivid reputation, which would imply a collective perception of a person in the eyes of others. The use of the word consciousness suggests that Honor is a self-ascribed determination, one that has absolutely nothing to do with outside influence or the opinions of others. Therefore, Honor is what you think of yourself, though not necessarily what you show others in public. And, more importantly, Honor is not what other people think of you. So Honor is not your reputation but your integrity. Honor is something you carry inside of yourself, not something others assign to you. The use of the adjective vivid means clear, strong, and/or graphic. Thus having a sense of Honor requires more than just a vague consciousness or awareness of oneself, it requires a clear, strong, and graphic sense of self. The vividness of Honor implies that the ultimate "source" of Honor lies within. It is an immortal part of oneself. Also the definition includes the words "personal" and "dignity." Use of the word personal further delineates the quality of independence inherent within the virtue of Honor, eliminating outside influence – the opinions, gossip, or actions of others. Dignity has been defined as the quality of being worthy of esteem or respect and since we are talking about personal dignity we are, in fact, talking about personal respect or self-respect. So a more concise definition suggests that Honor is, in its simplest form, self-respect. As such, it must be recognized that Honor is completely, one-hundred percent within the control of each individual. Honor has absolutely nothing to do with what someone else says or thinks of you. Thus it is impossible to be dishonored by another. Instead one can only dishonor oneself through one's own actions. However, Honor is often confused with ego, which can be offended. The actual result of any infringement upon Honor (integrity) is the feeling of shame. So it is the source of this shame and/or the source of Honor that is critically important. For it is this source that differentiates the virtue of true Honor from that of simple egotism. Thus Honor requires a large measure of humility. For what someone else thinks of about oneself is of no concern to oneself and anger at some petty offense is unworthy of a superior individual.
• One cannot be shamed by another, only by oneself or one's own actions
• One cannot be dishonored by another, only by oneself or one's own actions
• Thus if one feels one has been shamed or dishonored by someone else's action, then one is being ruled by egotism
Loyalty: While Loyalty can be generically defined as faithfulness or devotion to another, Valor states that Loyalty can only be given to the deserving if one is to extol the rest of the virtues Valor and be true to oneself. Thus Loyalty is being loyal to oneself and the virtues by which one lives. This means Loyalty is not blindly following someone it is following someone with both eyes wide open. Otherwise you get the lemming affect which means you are not adhering to the virtues of Valor. Further true Loyalty is freely given, and coerced or forced Loyalty is false loyalty.
Oath of Valor Spells
Level ....... Spells
3rd ......... Expeditious Move, Expeditious Attack
5th ......... See Invisibility, Zone of Truth
9th ......... Blink, Dispel Magic
13th ........ Dimension Door, Freedom of Movement
17th ........ Greater Restoration, The Hand
Oath of Valor Features
Channel Divinity
When you take the Oath of Valor at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy
As an Action, the character present their Holy Symbol and speaks aloud a prayer censuring fiends and undead. Each fiend/undead that is within 30 feet of the character must make a Wisdom saving throw. If the creature fails its save, it is turned. Even if the fiend/undead saves it still takes 3 points of radiant damage per 2 full levels of the Paladin. Further a successfully turned fiend/undead that was not destroyed must spend the next minute (10 rounds) trying to move as far away from the Paladin as it can. At no time can it willingly move to a space that is within 30 feet of the Paladin. It cannot take reactions and its only allowed Actions are: Dash moving away from the Paladin using the most expedient route, an Action to try to unblock its path or get passed an obstacle that is blocking its path (which may include attacking). If at any time the fiend/undead is completely prevented from fleeing from the Paladin the turning affect ends.
Aura of Courage
Starting at 7th level, the character and friendly creatures within 10 feet of the character cannot be affected by Fear while the character is conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Mind and Body
Starting at 15th level, the character is immune to enchantment, poison, and disease.
Sanctity of Purpose
[ +- ] Ranger
•
Consensus Ranger
Natural Explorer
• The Group cannot become lost except by magical means.
• The Ranger has Advantage on Navigation checks while traveling at Normal or Slow Pace and no Disadvantage at a Fast Pace
• If you are traveling alone, you can move stealthily at a Normal Pace
• If traveling alone and at a Normal Pace gain all the benefits of a Slow Pace.
• At 6th-Level, if traveling alone and at a Normal Pace the Ranger leaves no discernable trail unless they choose to leave one, Consequently they cannot be tracked by non-magical means unless they desire it.
Primeval Awareness
The Ranger can use a full round action to focus their awareness on the wilderness around them. Thus they can perceive things better but only when periodically checking while moving at a Normal or Slow Pace.
Slower Pace
1) Can sense the direction of Aberrations, Celestials, Dragons, Elementals, Fae, Fiends, and Undead out to a range of 100 feet or 600 feet if in Favored Terrain
2) May Forage Passively with a (+4 to the Passive Survival check)
3) May Navigate Passively with a (+4 to the Passive Survival check)(GM Rolls 2d6 on a 2 Off Course)
Normal Pace
1) Gain Advantage to all checks to perceive danger (or gain a +4 to their Passive Perception)
2) Gain Advantage to perceive (or a +4 to Passive Perception) the presence of or to actively follow Aberrations, Celestials, Dragons, Elementals, Fae, Fiends, and Undead
3) Gain Advantage to Forage if maintaining a Normal pace (or slower) for the entire day
4) Gain Advantage to Navigation checks if maintaining a Normal pace (or slower) for the entire day.
5) If alone hostile creations suffer Disadvantage to detect the party (or receive a -4 penalty to their Passive Perception).
Fast Pace
1) Negate the Disadvantage (but cannot gain Advantage) to Passive Perception versus Aberrations, Celestials, Dragons, Elementals, Fae, Fiends, and Undead.
2) Negate the normal Disadvantage to Navigation checks (but cannot gain Advantage) at this pace.
The above assumes that there is no magical interference taking place which can deter or outright cancel this ability, although if this is the case the Ranger will be aware of the disturbance although they will have no insights as to what might be causing it.
[ +- ] Ranger Option
Feature: Hunter's Tag
The character's bond with nature is strong they gain the Cantrip Hunter's Tag which uses Wisdom as their spell casting ability for it. This completely replaces Favored Enemy and is gained at 1st level.
[ +- ] Ranger-Archetype (Gloom Stalker)
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
3rd Level - Additional Spells
Starting at 3rd level, the character learns an additional spell when they reach certain levels in this Archetype, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for them, but it does not count against the number of ranger spells they can know.
Ranger Spell
Level Gained
3rd ..... 1-Expeditious Retreat
5th ..... 2-Misty Step
9th ..... 3-Haste
13th .... 4-Greater Invisibility
17th .... 5-Hold Monster
3rd Level - Umbral Sight
The character gains darkvision out to a range of 60 feet. If they already have darkvision from their race, its range increases by 30 feet.
7th Level - Iron Mind
The character has honed their ability to resist the mind-altering powers of their prey. The character has advantage on saving throws versus any mind affecting magic and gains proficiency in one their mental abilities. When gained the player chooses which mental ability they gain proficiency with Intelligence, Wisdom or Charisma.
11th Level - Stalker's Flurry
The character has learned to attack with such unexpected speed that they can actually turn a miss into another strike. Once on each of their turns when they miss with a weapon attack, they can make another weapon attack as part of the same action.
15th Level - Misdirection
The character has learned to dodge in unforeseen ways. Whenever a creature makes an attack roll against them and does not have advantage on the roll, they can use their reaction to impose disadvantage upon that roll. They must use this feature before they know the outcome of the attack roll.
[ +- ] Fae Enforcer
Restricted : This class is only available to the Fae-Touched
As a Fae Enforcer, the character gains the following Class Features
Hit Points
.... Hit Dice : 1d8 per Enforcer level
.... Hit Points at 1st Level: 8 + Constitution modifier
.... Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Enforcer level after 1st
Starting Proficiencies
The character is proficient with the following items, in addition to any Proficiencies provided by their Race of Background
Armor: Light
Weapons: Simple Weapons, Long Sword, Scimitar, Short Bow, and Long Bow
Tools: None
Saving Throws: Constitution, Charisma
Skills: Fae Court Skill (Persuasion, Intimidation, Deception, or Insight)
.......... Choose two from Animal Handling, Athletics, Nature, Perception, Stealth, and Survival
Starting Equipment
The character starts with the following items, plus anything provided by their Background
• (a) a Longsword, (b) a Scimitar, or (c) any Simple Weapon
• (a) a Shortbow and Quiver of 20 Arrows or (b) a Scimitar
• Dagger
• Leather Armor
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Table I: Fae Enforcer
......... Proficiency
Level .... Bonus .... Class Features
. 1st ........ +2 ......... Court Feature, Fighting Style
. 2nd ....... +2 ......... Spell Casting, Blade Dance
. 3rd ........ +2 ......... Combat Acrobat, Action Surge
. 4th ........ +2 ......... Ability Score Improvement
. 5th ........ +3 ......... Expert Acrobat
. 6th ........ +3 ......... Blade Dance feature
. 7th ........ +3
. 8th ........ +3 ......... Ability Score Improvement
. 9th ........ +4 ......... Sword Semantics
10th ........ +4 ......... Blade Dance feature
11th ........ +4
12th ........ +4 ......... Ability Score Improvement
13th ........ +5
14th ........ +5 ......... Blade Dance feature
15th ........ +5
16th ........ +5 ......... Ability Score Improvement
17th ........ +6
18th ........ +6 ......... Improved Sword Semantics
19th ........ +6 ......... Ability Score Improvement
20th ........ +6 ......... Extra Attack
Table II: Fae Enforcer
........... Cantrips ..... Spells ............................... Spell Slots per Spell Level
Level .... Known ..... Known ..... 1st ... 2nd ... 3rd ... 4th ... 5th ... 6th ... 7th ... 8th ... 9th
. 1st ......... --- ............ --- ......... --- ..... --- ..... --- .... --- .... --- ..... --- .... --- ..... --- .... ---
. 2nd ......... 2 .............. 4 ........... 2 ...... --- ..... --- .... --- .... --- ..... --- .... --- ..... --- .... ---
. 3rd .......... 2 .............. 5 ........... 3 ...... --- ..... --- .... --- .... --- ..... --- .... --- ..... --- .... ---
. 4th .......... 2 .............. 6 ........... 4 ....... 2 ...... --- .... --- .... --- ..... --- .... --- ..... --- .... ---
. 5th .......... 3 .............. 7 ........... 4 ....... 3 ...... --- .... --- .... --- ..... --- .... --- ..... --- .... ---
. 6th .......... 3 .............. 8 ........... 4 ....... 3 ....... 2 ..... --- .... --- ..... --- .... --- ..... --- .... ---
. 7th .......... 3 .............. 9 ........... 4 ....... 3 ....... 3 ..... --- .... --- ..... --- .... --- ..... --- .... ---
. 8th .......... 3 ............ 10 ........... 4 ....... 3 ....... 3 ...... 1 ..... --- ..... --- ..... --- ..... --- .... ---
. 9th .......... 3 ............ 11 ........... 4 ....... 3 ....... 3 ...... 2 ..... --- ...... --- .... --- ..... --- .... ---
10th .......... 3 ............ 11 ........... 4 ....... 3 ....... 3 ...... 3 ...... 1 ....... --- .... --- ..... --- .... ---
11th .......... 4 ............ 12 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ....... --- .... --- ..... --- .... ---
12th .......... 4 ............ 13 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ..... --- ..... --- .... ---
13th .......... 4 ............ 13 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ..... --- ..... --- .... ---
14th .......... 4 ............ 14 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ...... 1 ...... --- .... ---
15th .......... 4 ............ 15 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ...... 1 ...... --- .... ---
16th .......... 4 ............ 15 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ...... 1 ....... 1 ..... ---
17th .......... 4 ............ 16 ........... 4 ....... 3 ....... 3 ...... 3 ...... 2 ........ 1 ...... 1 ....... 1 ..... ---
18th .......... 4 ............ 17 ........... 4 ....... 3 ....... 3 ...... 3 ...... 3 ........ 1 ...... 1 ....... 1 ...... 1
19th .......... 4 ............ 17 ........... 4 ....... 3 ....... 3 ...... 3 ...... 3 ........ 2 ...... 1 ....... 1 ...... 1
20th .......... 4 ............ 18 ........... 4 ....... 3 ....... 3 ...... 3 ...... 3 ........ 2 ...... 2 ....... 1 ...... 1
Court Feature (Summer) : Anger Release
If the character is insulted, threatened, damaged in combat, or just simply wants to be angry at someone/something -- they must make a Charisma Save DC 15 or become Enraged. If they fail the Save they may make another Save at the end of their next Turn. The character may opt to forgoe the Save or pick it back up at anytime when they could make that Save. The Enragement lasts until the source of the enragement is incapacitated or seriously broken (if an object) or the character makes their Save or becomes incapacitated.
While Enraged :
• The character cannot cast Spells nor concentrate on them
• The character gains a +2 bonus to the damage roll when striking their insulter/assailant and this damage increases to +3 at 8th level and +4 at 16th level
• The character gains an additional +2 Dexterity bonus to their AC and this AC bonus increases to +3 at 8th level and +4 at 16th level
Fighting Style
The character adopts a particular style of fighting as their specialty. Choose a Fighting Style from the list of optional features. They cannot take the same Fighting Style option more than once, even if they get to choose again.
Defense : While wearing armor, they gain a +1 bonus to AC.
Dueling : When wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to Damage Rolls with that weapon.
Thrown Weapon Fighting : They can draw a weapon that has the thrown property as part of the attack they make with the weapon. In addition, when they hit with a ranged attack using a thrown weapon, they gain a +1 bonus to the damage roll.
Two-Weapon Fighting : When they engage in Two-Weapon Fighting, they can add their ability modifier to the damage of the second Attack.
Spell Casting
By the time the character reaches 2nd Level, they have been taught to use the magical Arcane energies to cast Spells, much like a wizard does.
Cantrips
They know two Cantrips of associated with their Fae Court. They then learn additional Wizard Cantrips of their choice at higher levels, as shown in the Cantrips Known column of the Enforcer table.
Summer Court Cantrips (Fierce Aura and Vicious Mockery)
Spell Slots
The Enforcer table shows how many Spell Slots the character has to cast their Spells of 1st level and higher. To cast one of these Spells, they must expend a slot of the spell's level or higher. They regain all expended Spell Slots when they finish a Long Rest.
For example, if they know the 1st-level spell Grease and have a 1st-level and a 2nd-level spell slot available, they can cast Greese using either slot.
Spells Known of 1st level and Higher
You know four 1st-level Spells of your choice from the wizard spell list.
The Spells Known column of the Enforcer table shows when you learn more Spells of their choice. Each of these Spells must be of a level for which they have Spell Slots. For instance, when they reach 4th Level in this class, they can learn one new spell of 1st or 2nd Level.
Additionally, when they gain a level in this class, they can choose one of the Spells they know and replace it with another spell from the wizard spell list, which also must be of a level for which they have a Spell Slot.
Spell Casting Ability
Intelligence is their Spell Casting Ability for their Spells, since they learn their Spells through dedicated study and memorization. They use their Intelligence whenever a spell refers to their Spell Casting Ability. In addition, they use their Intelligence modifier when setting the saving throw DC for a spell they cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
They can cast any spell as a ritual that they know or possess in a useable form that has the ritual tag. The ritual version of a spell takes 10 minutes longer to cast than normal. It does not expend a spell slot, which means the ritual version of a spell cannot be cast at a higher level and does not need to be memorized. The spell can be cast directly from a Spell Book or from a Spell Scroll.
Spell Casting Focus
They can use an arcane focus as a Spell Casting focus for their Spells.
Blade Dance
This is an Arcane Tradition where one masters a school of fighting grounded in a tradition of arcane magic. In combat, a the character uses a series of intricate, elegant maneuvers that fend off harm and allow the blade dancer to channel magic into devastating attacks and a cunning defense. Styles of Blade Dancing are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Styles that employ a sword belong to the Cat family, including the longsword-wielding Lion style and the scimitar-wielding Red Tiger style. Styles that focus on the use of hafted weapons belong to the Bird family, including the handaxe-throwing Eagle style or warpick-wielding Raven style. Blade Dancers typically get a tattoo of their chosen style's animal.
When the character gains this tradition at 2nd level, they gain the Acrobatics skill. They can further use their Acrobatics as a Performance (Dance) skill but when doing so they replace their Dexterity modifier with their Charisma modifier
Starting at 2nd level, the character can invoke a magic called the Blade Dance, provided that they are not wearing medium nor heavy armor nor using a shield nor wielding a weapon two-handedly. This feature graces them with supernatural speed, agility, and focus.
They can use a Bonus Action to start the Blade Dance, which lasts for 1 minute (10 rounds). It ends early if they are incapacitated, if they don medium or heavy armor or use a shield, or if they attack with a weapon using it two-handedly. They can also dismiss the Blade Dance at any time they choose (no action required). They can use this feature twice and regain all expended uses of it when they finish a Short or Long Rest.
While their Blade Dance is active, they gain the following benefits:
• They gain a bonus to their AC equal to their Intelligence modifier (minimum of +1).
• Their walking speed increases by 10 feet.
• They have advantage on Dexterity (Acrobatics) checks.
• They gain a bonus to any Constitution Saves they make to maintain their concentration on a spell. The bonus equals their Intelligence modifier (minimum of +1).
• At 6th level, while their Blade Dance is active the character gains an additional attack whenever they take the Attack action on their turn.
• At 10th level, while their Blade Dance is active when the character hits a creature with a weapon attack, that creature has Disadvantage on the next Save it makes versus a spell cast by the character before the end of the character's next turn
• At 14th level, while their Blade Dance is active they add their Intelligence modifier (minimum of +1) to the damage of their melee weapon attacks
Combat Acrobat
The character can make a DC 10 Acrobatics check allowing them to treat a 5 feet of difficult terrain as normal terrain per point by which they succeed on this check. The character may attempt to avoid an attack of opportunity by making an Acrobatics check with a DC of 10 + opponents attack modifier. If successful the opponent cannot make an attack of opportunity upon the character as they move. Also as a Bonus Action the character may Disengage by tumbling out of combat as part of their normal movement.
Action Surge
Starting at 3rd Level, the character can push them self beyond their normal limits for a moment. On their Turn, they can take one additional action on top of their regular action and a possible Bonus Action. Once they use this feature, they must finish a Short or Long Rest before they can use it again.
Ability Score Improvement
When the character reaches 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, they can increase one ability score of their choice by 2, or they can increase two Ability Scores of their choice by 1. As normal, they cannot increase an ability score above 20 using this feature.
Expert Acrobat
The character gains Expertise in the Acrobatic skill. If for some reason the character is knocked prone as a Reaction they may attempt to make a DC 15 Acrobatics check to immediately spring right back up to their feet.
Sword Somatics
At 9th level, when the character uses their action to cast a Cantrip, they can make one weapon attack as a bonus action
Improved Sword Somatics
At 18th level, when the character uses their action to cast a Spell, they can make one weapon attack as a bonus action
Extra Attack
At 20th level the character gains an additional attack whenever they take the Attack action on their turn. This stacks with the extra attack when actively using their Blade Dance
[ +- ] Arcane Tradition : Blade Dancing
Blade Dancers are individuals who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a blade dancer uses a series of intricate, elegant maneuvers that fend off harm and allow the blade dancer to channel magic into devastating attacks and a cunning defense. Styles of Blade Dancing are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Styles that employ a sword belong to the Cat family, including the longsword-wielding Roaring Lion style and the scimitar-wielding Flaming Tiger style. Styles that focus on the use of hafted weapons belong to the Bird family, including the handaxe-throwing Lightning Eagle style or warpick-wielding Frozen Raven style. Blade Dancers typically get a tattoo of their chosen style's element animal.
Restriction: Only Elves, fFolk (half-elves), and the Fae-Touched can choose the Blade Dancer Arcane Tradition. In the mortal realm of Faerûn, the elves closely guard the secrets of blade dancing but the Arch Fae will teach it to their pets regardless of their race and sometimes these pets escape back to the mortal realm
Training in Blade Combat and Dance
When the character adopts this tradition at 2nd level, they gain several things as follows:
The character gains proficiency with Light Armor, and they gains proficiency with one type of one-handed slashing melee weapon of their choice.
The character gains the Acrobatics skill. They can further use their Acrobatics as a Performance (Dance) skill but when doing so they replace their Dexterity modifier with their Charisma modifier
The character can invoke a magical blade technique called the Blade Dance with their slashing weapon, provided that they are not wearing medium or heavy armor, not using a shield nor swinging that slashing weapon two-handedly. This artful technique graces them with supernatural speed, agility, and focus.
They can use a Bonus Action to start this Blade Dance, which lasts for 1 minute (10 rounds). It ends early if they are incapacitated, if they don medium or heavy armor, use a shield, or if they use a slashing weapon two-handedly to make an attack. They can also dismiss the Blade Dance at any time they choose (no action required). They can use this feature twice and regain all expended uses of it when they finish a Short or Long Rest.
While their Blade Dance is active, they gain the following benefits:
• They gain a bonus to their AC equal to their Intelligence modifier (minimum of +1).
• Their walking speed increases by 10 feet.
• They have advantage on Dexterity (Acrobatics) checks.
• They gain a bonus to any Constitution saving throw they make to maintain their concentration on a spell. The bonus equals their Intelligence modifier (minimum of +1).
• At 6th level, while their Blade Dance is active the character gains an additional attack whenever they take the Attack Action on their turn.
• At 10th level, while their Blade Dance is active when the character hits a creature with their weapon attack, that creature has Disadvantage on the next Save it makes versus a spell cast by the character before the end of the character's next turn
• At 14th level, while their Blade Dance is active they add their Intelligence modifier (minimum of +1) to the damage of their melee weapon attacks and the weapon is considered magical even if it is not.
[ +- ] Skald
Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald's poetry is nuanced and often has multiple overlapping meanings, and they apply similar talents in the magic that they use. Skalds keep alive the memory of great heroes of the past, and thereby inspire a new generation of heroes. Skalds gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand so as to ensure that the memory of those events does not pass from the world. With their songs and tales, they inspire others to reach the same heights of accomplishment as the heroes of yore. In essence they are sort of a Hybrid of a Life Cleric and Valor Bard.
Class Features
Hit Dice : 1d8 per Skald Level
Combat Proficiency : Light Armor, Simple Weapons
Tool Proficiency : Herbalist Tools, Choose 2 Musical Instruments
Saving Throw Proficiency : Wisdom, Charisma
Skill Proficiency : Performance, Choose 2 from : History, Insight, Intimidation, Medicine, Nature, Persuasion, and Religion
Starting Equipment
.... Leather Armor
.... Light Crossbow w/20 bolts --or-- Simple Weapon
.... Dagger
.... Priest's Pack --or-- Explorer's Pack
.... Holy Symbol
.... Musical Instrument of choice
.... Herbalist Tools
1st-Level : Spell Casting, Bardic Inspiration (d6)
2nd-Level : Gifted Healer, Chant of Healing (d6)
3rd-Level : Bardic College of Valor, Expertise
4th-Level : Ability Score Improvement or Feat
5th-Level : Bardic Inspiration (d8), Font of Inspiration
6th-Level : Blessed Healer, Bardic College Feature
7th-Level : ---
8th-Level : Ability Score Improvement or Feat
9th-Level : Chant of Healing (d8)
10th-Level : Bardic Inspiration (d10), Expertise, Divine Strike (1d8)
11th-Level : ---
12th-Level : Ability Score Improvement or Feat
13th-Level : Chant of Healing (d10)
14th-Level : Bardic College Feature, Divine Strike (2d8)
15th-Level : Bardic Inspiration (d12)
16th-Level : Ability Score Improvement or Feat
17th-Level : Chant of Healing (d12)
18th-Level : Battle Skald
19th-Level : Ability Score Improvement or Feat
20th-Level : Superior Inspiration
********************************************************************
Spell Casting
The character has divinely learned to untangle and reshape the fabric of reality with the harmony of their music. Their spells are part of their vast repertoire of abilities that they can tune to different situations.
Cantrips
The character knows two Cantrips of their choice from the Skald spell list. They learn an additional Skald cantrip of their choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many Spell Slots the Skald has to cast their Skald spells, they must expend a spell slot of the spell's level or higher. They regain their highest expended Spell Slot after completing a Short Rest and all their Spell Slots after completing a Long Rest.
Spells Known at 1st-Level and Higher
The character knows a number of spells equal to their Wisdom Modifier + Skald Level. Each of these spells known must be of a level for which the Skald has a Spell Slot, as shown in the Bard Table. As the Skald gains levels in this class, they can choose one of the Skald spells they already know and replace it with another spell from the Skald spell list, which also must be of a level for which they have a Spell Slot.
Spell Casting Ability
Charisma is the Skald's Spell Casting Ability (SCA) for their spells. Their magic comes from the heart and soul they pour into their performance of their music or chanting. They use their Charisma whenever a spell refers to their SCA. In addition, they use their Charisma Modifier when setting their Save DC for Skald spells they cast and when making an Attack roll with one.
..... Save DC = 8 + Proficiency Bonus + Charisma Modifier
..... Spell Attack Modifier = Proficiency Bonus + Charisma Modifier
Ritual Casting
The character can cast any Skald spell they know as a Ritual if that spell has the Ritual tag.
Spell Casting Focus
The Skald can use a Musical Instrument or their Holy Symbol as a Spell Casting Focus for their Skald spells.
Bardic Inspiration
.... See the Bard Class for Description
Gifted Healer
At 2nd level, the character's healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, including themselves, the creature regains additional hit points equal to their Wisdom Modifier + the Spell's Level
Chant of Healing
At 2nd level, the character can use a Musical Chant to help revitalize their wounded allies. The character uses a Bardic Inspiration and starts Chanting, which can be interrupted, and at the beginning of their Next Turn every ally that was within 60 feet during the entire previous Turn and could hear the Chant regains 1d6 + Charisma Modifier in hit points. The hit point die used to regain hit points increases when the character reaches certain levels in this Class: to 1d8 at 9th-Level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bardic College of Valor
.... See the Bard Class for Description
Expertise
At 3rd level, the character choose two of their Proficiencies that they have with either skills or tools. Their proficiency bonus is doubled for any ability check they make that uses either of those chosen Proficiencies. At 10th level, they can choose a different two Proficiencies they have to gain this benefit
Font of Inspiration
.... See the Bard Class for Description
Blessed Healer
At 6th level, any healing spells the character casts on others will heal them as well. When they cast a spell of 1st level or higher that restores hit points to another creature, other than themselves, they regain hit points equal to Wisdom Modifier + the Spell's Level
Divine Strike
At 10th level, the character gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns as a Bonus Action when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 Radiant (aka Necromantic-Positive) damage to that target. When they reach 14th level this damage increases to 2d8.
Battle Skald
At 18th level, the character gains resistance to Bash, Pierce, and Slash damage from non-magical weapons.
Superior Inspiration
.... See the Bard Class for Description