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Landback

Said to carry the spirit of the land within them, Landbacks are interwoven with the powers of creation. Though all Landbacks are spiritual beings they tend to gravitate to one of two traditions: Roots and Diaspora.  
hit dice: 1d8
hit points at 1st level: 10
hit points at higher levels: 1d8 + Constitution modifier
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Shortswords, Shortbows, Longbows
tools: Herbalism Kit, Brewer's Supplies
saving throws: Charisma and Wisdom
skills: Choose two from Arcana, Animal Handling, Athletics, Insight, Medicine, Nature, Perception and Religion
starting equipment:
(a) a longbow or (b) any simple weapon

(a) a shortsword or (b) any simple melee weapon

Leather Armor, an explorer's pack and a herbalism kit
spellcasting:
A Landback can expend hit dice to fuel different spell effects and class features as they level up.
class features:
Wisdom of the Land   At 1st level you gain proficiency in the survival skill and whenever you roll a survival skill check you can reroll any roll of 5 or lower and use either roll.   Additionally, you learn one language of your choice.   Ritual Dance   At 1st level you can channel the power of the land when you dance. As part of a long rest you regain all your hit dice instead of half and during a short or long rest you can expend a number of hit dice equal to your level to perform an hour long ritual. This ritual increases in power as you level up. Choose one of the following dances from the table detailed at the end of this section.  
    Channel Ancestral Divinity   At 2nd level you may channel your ancestry and regain the ability to do so again when you complete a short or long rest.   You learn Channel Divinity: Charm Animals and Plants   at 5th level you learn Channel Divinity: Guided Strike and as a bonus action you may instead use this feature to regain one hit die.   Powerful   At 2nd level, your ancestors grant you the ability to inspire. When you score a critical hit or reduce a creature to 0 hit points you may choose one creature to gain 1d4 powerful die. This die can be added to any attack roll, skill check or saving throw. A creature can possess only one of your powerful die at a time and loses any die it had when it completes a long rest.   Landback Archetype   At 3rd level choose an Archetype.   Roots: Caribe, Ke', ʻÁhiu, Diwata, Wachi, Arnis or Malla-Yuggha. These Archetypes gain bonuses to the Ritual Dance feature.   Diaspora: Oluwakiri, Ibutho, Sèvitè, Olododo, Griot, Bruha or Poro. These Archetypes gain bonuses to the Powerful feature.   Your choice grants you additional features at 7th, 11th and 15th level.   Ancestral Enmity   At 5th level your greatness can make others fearful and nervous, causing them to want to destroy you first. As a bonus action on your turn choose a creature within 30ft that can see you. The creature must make a wisdom saving throw. On a failed save the creature has disadvantage on attack rolls against any creature other than you until the start of your next turn.   Well of the Land   At 8th level when you expend hit dice to perform a Ritual Dance you regain a number of hit dice equal to half your wisdom modifier (rounded down) and when you perform any Ritual Dance of 1st level you regain an additional 1 hit die.   Improved Powerful   At 10th level while you hold a powerful die you deal an additional 1d8 radiant damage on any damage roll and when you score a critical hit you may expend your powerful die to automatically deal maximum damage.   Additionally, when you return to consciousness from 0 HP you and one creature of your choice that can see you gain one powerful die.   Ancestral Connection   At 14th level you gain the ability to connect with your ancestors. As part of a long rest you may connect to your ancestors and choose one of the following benefits:   Communicability. You can communicate with any humanoid despite language barriers.   Dispel Illusions. You are immune to illusory magic.   Keen. You may add your wisdom modifier when performing any non-wisdom skill check.   Pure Consciousness   At 17th level you can leave your body as pure consciousness. You may expend one hit dice to gain the effect of the Astral Projection spell without material components. When you do so you cannot take other creatures with you. Once you use this feature you must complete a long rest before doing so again.   Resistance   At 18th level you gain proficiency in one saving throw of your choice. Additionally, when you fail a saving throw you can spend 1 hit dice to reroll it and take the new roll.   Elder   At 20th level when you roll initiative and don't have any hit dice you regain eight hit dice.   Additionally, when you use your Ritual Dance feature you can also gain the effect of the foresight spell. You can do this once and regain the ability to do so when you complete a long rest.  

- Ritual Dance Table -

  1st level   Fancy Dance - a number of creatures equal to your Wisdom modifier gain resistance the next time they take damage.   Jingle Dance - creatures of your choice regain a total number of expended spell slots equal to half your wisdom modifier (rounded up). You specify what each creature regains. You cannot target yourself.   War Dance - a number of creatures equal to your wisdom modifier gain a +1 bonus to AC until they complete a long rest or until you lose concentration as if you were concentrating on a spell.   3rd level   Ghost Dance - until your next long rest you can use an action to gain the effect of the levitate spell on yourself at will and you regain one hit dice.   Shawl Dance - until your next long rest you can use an action to gain the effect of the alter self spell on yourself at will and you regain one hit dice.   Stomp Dance - until your next long rest you can use an action to gain the effect of the enhance ability spell at will and you regain one hit dice.   5th level   Rain Dance - magical rain falls in a 300ft radius washing away negative energy. Any creature touched by the rainfall is cured of one level of exhaustion. Any food that is eaten during this rainfall grants temporary HP equal to your wisdom modifier and you regain two hit dice.   Seed Dance - until your next long rest you can use an action to gain the effect of the speak with plants spell once and you regain two hit dice.   Time Dance - until your next long rest you can use an action to gain the effect of the pulse wave spell once and you regain two hit dice.   7th level   Creator Dance - until your next long rest you can use an action to gain the effect of the divination spell once and you regain three hit dice.   Hoop Dance - until your next long rest you can use an action to the effect of the aura of purity spell once and you regain three hit dice.   Mother Dance -until your next long rest you can use an action to the effect of the private sanctum spell once and you regain three hit dice.   9th level   Grass Dance - until your next long rest you can use an action to gain the effect of the greater restoration spell once and you regain four hit dice.   Nature Dance - until your next long rest you can use an action to gain the effect of the commune with nature spell once and you regain four hit dice.   Wind Dance - a number of creatures equal to your wisdom modifier gain advantage on their next initiative roll and you regain four hit dice.
subclass options:

Roots

  Caribe  
  Veiled Spirit   At 3rd level you gain proficiency in the Stealth skill, one martial weapon of your choice, shields and Land/Water vehicles.   Additionally, you can attempt to hide even when you are only lightly obscured and when you use the Hide action you gain a bonus to your stealth check equal to your Wisdom modifier.   Blood Pact   At 3rd level you can use a bonus action to expend one hit dice to cast the Hunter's Mark spell. When you do so, you gain advantage on your next attack roll, you gain resistance to the next non magical damage you take and you gain an additional 10 ft movement speed until the end of your turn.   Fury Dance   At 7th level when you use your Ritual Dance feature you have advantage on strength checks, strength saving throws and you may add your Wisdom modifier to your weapon damage rolls.   Additionally, you gain the extra attack feature.   Channel Lifeforce   At 11th level the land grants you protection. When you are reduced to 0 HP you can choose instead to drop to 1 HP and your next attack roll is a critical. Once you use this feature you must complete a long rest before doing so again.   Additionally, you can expend a powerful die to reroll any attack that misses and add the number rolled on the d4 to the new attack roll.   Blood Rites   At 15th level when you reduce an creature to 0 HP you may roll one additional damage dice on your next attack.   Additionally, as a reaction you may expend four hit dice to gain resistance when you take any kind of damage.   ______   Ke'  
  Circle Spirit   At 3rd level you can cast spells from the druid spell list. Choose a Circle of the Land from arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. You learn that circle's spells at higher levels. If you already posses a spell granted by this feature choose any other spell of the same level from the druid spell list.   You may expend hit dice equal to the level of a spell to cast it as well as others at higher levels. You may spend extra hit dice to cast a lower spell at a higher level. No hit dice required for cantrips.   Cantrips. You learn two cantrips of your choice.   1st level spells and higher. You know two first level spells of your choice.   Spellcasting ability. wisdom   Spell save DC. 8 + Proficiency bonus + wisdom modifier.   Spell Attack modifier. Proficiency bonus+ wisdom modifier.   Abundance of the Land   At 3rd level when you use your Ritual Dance feature you expend only a number of hit dice equal to half your level (rounded down). Once you use this feature you cannot use it again until you complete a long rest.   Additionally, as an action you can expend one hit dice to gain the effect of the detect magic or healing word spell.   Vision Dance   At 7th level when you use your Ritual Dance feature you roll 1d4 and record the number rolled. You gain a bonus to spell attack rolls or saving throws against spells (your choice) equal to the number rolled.   Additionally, when you target a creature for a saving throw you may expend one hit dice to force the target to subtract the number rolled from your vision dance.   Mysteries of the Land   At 11th level the land bestows upon you a magical mystery. Choose one 6th-level spell from the druid spell list as this mystery. You can cast your mystery spells once without expending any hit dice. Whenever you use this feature you must complete a short or long rest before you can do so again.   At higher levels, you gain more druid spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.   Reflect   At 15th level when you take damage from a spell you can use your reaction to expend and roll any number of hit dice. You may then add your Landback level to the number rolled. If the total is greater than the damage you would receive you instead take no damage and reflect the damage at another creature of your choice within 60ft.   ______   ʻÁhiu  
  Wild Spirit   At 3rd level you learn the passive traits of beasts. You learn the Keen Hearing and Smell trait and one additional trait of your choice from the list below. Choose one additional trait at 7th, 11th and 15th level.   Beast of Burden, Blood Frenzy, Charge, Flyby, Poison Sense, Pounce, Spider Climb, Standing Leap, Sure Footed, Underwater Camouflage.   Additionally, you learn the Primal Savagery cantrip and the casting time is one bonus action. On a hit you may expend one hit die and choose one of the following effects:  
  • The creature takes additional damage equal to your wisdom modifier and must make a wisdom saving throw. On a failed save the creature is frightened of you for one minute. (requires concentration)
  • The creature takes additional damage equal to your wisdom modifier and cannot take reactions until the end of your next turn.
  •   Mimic Wilds   At 3rd level when you finish a short or long rest you may choose one of the following:   Raven Speech - You can unerringly mimic sounds you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your spell save DC. You may expend one hit die to give a creature disadvantage on the skill check.   Wolf Tactics - Your attack rolls against a creature gain a +2 bonus if at least one your allies is within 5 feet of the creature or gain advantage if your ally is flanking the creature and isn't incapacitated.   Trout Swim - You gain the ability to breath both air and water and gain a swimming speed equal to your walking speed.   Mimic Dance   At 7th level whenever you use your Ritual Dance feature you gain the effect of the polymorph spell on yourself and the duration is until dispelled. This feature does not require concentration. Any benefits from your wild spirit and mimic wilds features are inactive when using this feature. Alternatively, you may as an action expend four hit dice to gain the spell's normal parameters.   Additionally, you may expend two hit dice to gain the effect of the flock of familiars spell.   Elusive   At 11th level your instincts are enhanced to let you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Additionally, when you are hit by an attack you can use your reaction to take only half damage instead of full damage. Once you use this feature you must complete a short or long rest before doing so again.   Mimic Self   At 15th level as an action you can expend a number of hit dice equal to your Landback level to gain the effect of the simulacrum spell on yourself. Your mimic is created with a number of hit dice equal to half your level but can never regain hit dice itself. You regain the ability to use this feature again when you complete a long rest. Any previous mimic created by this feature turns to dust when you use this feature again. When you use this feature you gain no benefit from your well of the land feature. You must expend all hit dice.   ______   Diwata  
      Mineral Arrows   At 3rd level you can use your knowledge of medicine and minerals to produce powerful effects. You gain proficiency in the medicine skill and expertise in the herbalism kit (mineral kit). You learn the archery fighting style and when you fire arrows from a bow you may add your wisdom modifier to the damage roll.   Additionally, you use your knowledge of minerals during a short or long rest to create one special arrow that substitutes an arrow for a spell effect based on the success of the Mineral kit skill check. It takes 1 hour to create an arrow and you may choose any damage type from the Chromatic Orb spell for any arrow. The distance you can shoot the arrow is equal to the distance of the spell.   3rd level: Chromatic Orb 15, Hold Person 20   5th level: Fireball 25   7th level: Vitriolic Sphere 28   9th level: Cone of Cold 30, Hold Monster 30   11th level: Chain Lightning 30   Mineral Healing   At 3rd level as an action, you can expend one hit die to heal a creature for 1d8+ Wisdom modifier and choose one of the following:   Lupa (Earth/Body) - the creature gains the effect of the blade ward spell.   Hangin (Wind/Mind) - the creature can roll 1d4 and add the number rolled to it's next spell attack or saving throw.   Tubig (Water/Feelings) - the creature has advantage on the next saving throw it makes to maintain it's concentration.   Apoy (Fire/Spirit) - the creature regains one hit die, bardic inspiration, ki point, sorcery point or spell slot. Once a creature receives this benefit they cannot do so again until they finish a short or long rest.   Additionally, you can spend one hour crafting a potion with your mineral kit:   3rd level: 15 - Common or lvl 1 effect   5th level: 20 - Uncommon or lvl 2 effect   7th level: 25 - Rare or lvl 3 effect   9th level: 30 - Very Rare or lvl 4 effect   Finally, you may expend two hit dice to gain the effect of the lesser restoration spell and you may expend one powerful die to use mineral healing as a bonus action.   Diwata Dance   At 7th level you develop a powerful herbal medicine that allows you to manipulate time and space when you use your Ritual Dance feature. This feature effects a number of creatures equal to your wisdom modifier (your choice). The creature must participate in the ritual by also inhaling powerful herbal concoctions themselves. Whenever you heal the creature a Diwata appears to aid. You may double the hit points regained by the creature.   Additionally, your mineral arrows become magical for the purposes of overcoming resistances and when you hit an enemy with a mineral arrow you may expend one hit die to deal additional damage equal to your wisdom modifier as you draw the arrow back and collect a tissue sample. When you spend an hour examining a tissue sample you learn the creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities.   Finally, you may expend three hit dice to gain the effect of the Revivify spell.   Time Manipulation   At 11th level you can further manipulate time. You may cast any one of the following spells once without expending hit dice and regain the ability to do so again when you finish a short or long rest:   Gravity Sinkhole, Haste, Immovable Object, Slow, Temporal Shunt   You may also expend the appropriate number of hit dice to gain the effect of these spells.   Conjure Diwata   At 15th level your research and practice of minerals allows you to master time and space. You can now manifest your Diwata whenever you move (no action required). Your Diwata is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it (no action required), until you manifest another future self, or until you’re incapacitated.   Your Diwata has an AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command your future self to move up to 30 feet in any direction (no action required). If your future self is ever more than 30 feet from you at the end of your turn, it is destroyed.   When you use an action you may do so from your space or your Diwata's space and as a bonus action you can magically switch spaces with your Diwata.   ______   Wachi  
      Elemental Spirit   At 3rd level you dance in regalia and cannot use the regalia feature if you are wearing armor. You gain an unarmored defense equal to 10 + your dexterity modifier + your wisdom modifier.   You gain proficiency in weaver's tools and the performance skill and when you perform you can become energized. Make a (charisma) performance skill check whenever you perform a Ritual Dance. When you roll 20 or higher you can roll 1d4 and regain a number of hit dice equal to the number rolled.   Additionally, you learn the fire bolt, gust, mold earth and ray of frost cantrips and you may expend one hit dice to gain the effect of the absorb elements spell.   Regalia   At 3rd level you can use an action to magically change between four different regalia as you dance. When you do so, you expend a number of hit dice equal to the level of the spell to summon elements from the land. You gain additional spell options at higher levels:   Red - Fire dances alongside you and aids your attack. When you deal fire damage to a creature it takes an additional 1d4 fire damage at the start of each of it's turns until it uses an action to douse the flames and you may choose one of the following:   3rd level: Burning Hands, 5th level: flaming sphere, 7th level: fire arrows, 9th level: fire shield, 11th level: immolation   Blue - Icy water flows around you as you dance, shielding you from harm. As a reaction you can add your wisdom modifier to your ac when targeted by an attack and you may choose one of the following:   3rd level: Ice Knife, 5th level: snowball swarm, 7th level: spirit shroud (cold), 9th level: ice storm, 11th level: cone of cold   White - Wind sweeps through your dance allowing you to soar. Your movement speed increases by 10 feet, attacks of opportunity against you have disadvantage and you may choose one of the following:   3rd level: fog cloud 5th level: dust devil, 7th level: fly, 9th level: freedom of movement, 11th level: control winds   Green - You feel the heartbeat of the land giving you strength as you dance. You gain temporary hit points equal to twice your wisdom modifier and you may choose one of the following:   3rd level: Earth Tremor, 5th level: shatter, 7th level: erupting earth, 9th level: stone shape, 11th level: destructive wave   Elemental Dance   At 7th level when you use your Ritual Dance feature a number of creatures equal to your wisdom modifier can use their reaction to gain the effect of the absorb elements spell once. A creature loses this benefit when they complete a long rest.   Additionally, as part of a long rest you can use your weaver's tools to attempt to augment one piece of armor. When you roll 20 or higher choose one regalia effect from red, blue, white or green. While wearing this armor a creature also gains the associated regalia benefit when you use your regalia feature. (It cannot cast the associated spell) The armor cannot be cursed and must be +1 or lower. You can only grant this effect to one piece of equipment at a time. When you use this feature again the previous equipment loses this benefit.   Tireless Summoner   At 11th level you are immune to exhaustion and can use an action to gain the effect of the conjure elemental spell once without expending hit dice. You can use this feature again when you complete a long rest.   Elemental Mastery   At 15 level you become a well of elemental energy. When you reduce a creature to 0 hit points with regalia you also regain 1d4 hit dice.   Additionally, you can use an action to gain the effect of the control weather spell once without expending hit dice. You can use this feature again when you complete a long rest.   ______   Arnis  
      Kali Spirit   At 3rd level, you gain tattoos that grant you magical powers. You may use your tattoos to cast the following cantrips on yourself:   Light - Your tattoos glow and creatures outside of the light's range cannot see it.   Guidance - use 1d6 instead of 1d4.   Shillelagh - any weapon you're holding.   Rush   At 3rd level you learn to rush an opponent and follow a successful strike with incredible speed. When you hit a creature with an attack you can use your reaction to make an attack against the same creature. You cannot use this feature if you are wielding a weapon with the heavy property.   When you hit a creature with your reaction attack you may expend one hit die to inflict the Dazed condition. A Dazed creature is limited to an action or a move on their turn and cannot make reactions or bonus actions until their next turn.   Additionally, when you hit the same creature with three attacks in the same turn you regain one hit die.   Finally, you learn the two weapon fighting style.   Candle Dance   At 7th level when you use your Ritual Dance feature your ancestors empower your strikes. Your attacks may now deal radiant damage instead of any other damage type if you choose.   Additionally, when you hit a creature with three attacks in the same turn you may choose between regaining one hit die or forcing the creature to make a Constitution saving throw. On a failed save choose one of the following effects:  
  • the creature drops one item of your choice that it is holding as with the disarming strike maneuver.
  • the creature is Dazed until the start of your next turn.
  •   Finishing Blow   At 11th level when you hit a creature with three attacks on the same turn you may expend one hit die to add three times your Wisdom modifier to the damage of the last attack.   Intimidating Combatant   At 15th level you may add your Wisdom modifier to any Intimidation (charisma) skill check and when you succeed you may add your Wisdom modifier to your next initiative roll. This effect lasts for one minute.   In addition, when a creature fails it's saving throw against your Candle Dance feature you gain the effect of the Beacon of Hope spell until the start of your next turn.   ______   Malla-Yuddha  
      Brawler   At 3rd level you gain proficiency in the Athletics skill and your unarmed strikes deal 1d4 + your constitution modifier and you gain an unarmored defense equal to 10 + your Constitution + your Wisdom modifiers.   Additionally, when a creature rolls a 1 or 2 against your Strength saving throw it counts as a critical hit and you may expend one Powerful die to add damage equal to two unarmed strikes to any damage roll.   Hanumanti   At 3rd level you become an expert grappler. You may use a bonus action to make a grapple attack. On any successful grapple check or when you start your turn grappling a creature you may expend 1 hit die to force the creature to make a strength saving throw. On a failed save the creature takes damage equal to two unarmed strike and falls prone as you slam the creature to the ground. On a successful save the creature takes half as much damage and does not fall prone. You may also expend 1 hit die when a creature enters your melee range to make a grapple attack as a reaction.   Additionally, when a creature is grappled and prone you may use half your movement speed to mount the creature. While mounting a creature you may expend 1 hit die as an action to make a number of unarmed strikes equal to your proficiency bonus. Each attack after the first is made with advantage but you do not add your damage modifier to these attacks. A creature that ends the grappled condition also ends your mount and you must use half your movement speed to return to your feet.   Bhimaseni Dance   At 7th level when you use your Ritual Dance feature you may add your constitution modifier when making a strength check and your unarmed strike damage increases to 1d8 + your constitution modifier until your next long rest.   Additionally, your attacks now count as magical for the purposes of overcoming resistances.   Pose   At 11th level you may use your action to pose and throw your opponent off. When you follow this pose with a bonus action that forces a creature to make a saving throw they must make it with disadvantage. (For example Hanumanti or Ancestral Enmity.)   Additionally, when a you score a critical hit against a creature with an unarmed strike you may expend one hit die for the target to make a constitution saving throw. On a failed save the creature suffers the stunned condition.   Jambuvanti   At 15th level you learn a powerful technique that you can perform while mounting a creature.   As an action you can apply an incredibly painful leg lock, arm lock, choke hold or other submission maneuver. When you do so the creature must make a constitution saving throw. On a failed save the creature takes 4d8 bludgeoning damage or half as much on a successful save. If the creature fails by 10 or more a bone may break or a the creature may not be able to breath and it falls unconscious.    

    Diaspora

      Oluwakiri - Learned explorers and diplomats, adventuring is a way of life for oluwakiri.  
      Learned Spirit   At 3rd level you gain proficiency in medium armor, heavy armor, shields and martial weapons. You also learn the superior technique fighting style.   Additionally, you gain proficiency in Land/Water Vehicles.   Fountain of Wisdom   At 3rd level you can channel wisdom from your ancestors. As a bonus action you can expend one hit dice to gain temporary hit points equal to your wisdom modifier and you gain the effect of half cover for one minute. This effect does not stack.   Shared Fountain   At 7th level any creature effected by your Powerful trait gains + 1 AC for one minute or until they use their powerful die.   Additionally, when you use your Ancestral Enmity feature you can expend one hit dice to give the target disadvantage on the saving throw.   Tutor   At 11th level you gain proficiency in one skill and one tool of your choice. You also gain Expertise in one skill or tool of your choice with which you have proficiency.   Additionally, as part of a long rest you can spend time tutoring another creature in one skill or tool with which you have proficiency. When you do so the creature gains that proficiency for 24 hours. When you do this multiple times with the same skill or tool your DM may rule that the creature permanently gains the proficiency.   Greatness   At 15th level when a creature fails it's saving throw against your Ancestral Enmity feature it also has disadvantage on attack rolls against you until the start of your next turn.   Additionally, you or any creature effected by your powerful feature can use their reaction to add your wisdom modifier to any saving throw.   ______   Ibutho - Trained fighters, Ibutho are known for their fierce and unrelenting combat.  
      Fierce Spirit   At 3rd level you gain proficiency in the Athletics skill, shields and one martial weapon of your choice. Also, while you are wearing no armor you gain an unarmored defense equal to 10 + your Dexterity modifier + your Wisdom modifier.   You also learn the Dueling fighting style.   Nguni   At 3rd level when you hit a creature with a melee attack, you can expend one hit die to add your wisdom modifier to the damage roll and force the creature to make a strength saving throw. On a failed save the creature is knocked prone. Additionally, you may make a shove attack as a bonus action.   When you knock a creature prone it must subtract your wisdom modifier from it's initiative. When you shove a creature and it leaves your space you may use your reaction to make a weapon attack and move with the creature, staying within 5 ft of it as it's shoved.   Ghang Ghang   At 7th level your power influences those around you. When you hit a creature with an attack any creature effected by your powerful feature can use their reaction to make one attack against the same creature. If they are within 5ft of you this attack is made with advantage. This benefit ends when they use their powerful die or when they successfully hit a creature using this feature.   Additionally, you gain the extra attack feature.   Maim   At 11th level you learn the Defense fighting style and when you knock a creature prone you may expend one hit die to maim the creature, destroying it's defenses. Until the end of your next turn the creature suffers - 2 AC.   Additionally, your attacks now count as magical for the purposes of overcoming resistances.   Zulu   At 15th level your fierce spirit erupts. When you reduce a creature to 0 HP with an attack you can move up to half your movement speed and make one additional attack as part of the same attack. You can do this only once per turn.   ______   Sèvitè - Spiritual mediums, these Diaspora are the closest to their ancestors and use this connection to perform feats of powerful magic.  
      Vodou Spirit   At 3rd level your ancestors grant you the gift of magic. Vodou has always been at the foundation of magic, follow the wizard spellcasting chart. Whenever you gain a level in this subclass you learn one new spell of your choice from the wizard spell list from any school of magic. To cast the spell you must expend hit dice equal to the level of the spell.   Cantrips. You learn three cantrips of your choice.   1st level spells and higher. You know three 1st level spells of your choice. You know two 2nd level spells of your choice.   Spellcasting ability. Intelligence Spell save DC. 8 + Proficiency bonus + Intelligence modifier. Spell Attack modifier. Proficiency bonus+ Intelligence modifier.   Whenever you complete a short rest you you regain 1d4 hit dice and cannot use this feature again until you complete a long rest.   Vodou Doll   At 3rd level your vodou doll can be used as a spellcasting focus for your Sèvitè spells and if lost or destroyed you can complete a 1 hour ritual to obtain a new one. While you are holding your vodou doll you gain the following benefits:   You have resistance to necrotic damage. You know the Inflict Wounds spell and may cast it once without expending hit die. You regain the ability to do so again after completing a long rest.   You can use your vodou doll to manipulate lifeforce. As an action you can make a ranged spell attack against a creature within 60ft. On a hit, the target takes 1d8 + your INT modifier necrotic damage and it can't regain hit points until the start of your next turn.   Alternatively, as an action you can cause a creature you can see within range to make a wisdom saving throw. On a failed save they take 1d8 + INT modifier psychic damage and you may choose another creature within 60ft to be healed for the total. The damage and healing is halved on a successful save.   Additionally, you can use a bonus action to target yourself. You take 1d8 + INT modifier necrotic damage (no attack roll or save required) and choose another creature within range to heal for the same amount. The healing received is not impacted by your resistance to necrotic damage.   This doll's damage and healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can do any of these effects a number of times equal to your proficiency bonus and regain expended uses when you finish a short or long rest.   At 5th level you know the Animate Dead spell and whenever you move no more than half your speed on your turn your undead may add 1d4 to it's attack rolls. Additionally, when you expend hit dice to cast a necromancy spell with your vodou doll as the spellcasting focus you expend only half the hit dice required (rounded down, minimum of 1).   Bois Kaiman   At 7th level your spirit can possess the body of any creature effected by your powerful feature. Until they use their powerful die you may change the damage type of your vodou doll to any damage type possessed by the creature and on the creature's turn it can change it's damage type to necrotic and heal for a number of hit points equal to half the necrotic damage dealt. This benefit ends when they use their powerful die or use the healing effect.   Additionally, you can use half your movement speed to teleport within 5 ft of any creature effected by your Powerful trait and you may expend any powerful die you possess to use your Vodou Doll.   Finally, you learn two additional cantrips of your choice.   Forbidden Power   At 11th level your studies reveal more powerful spells. Choose one 6th-level spell from the wizard spell list as this forbidden power. You can cast your forbidden power once without expending any hit dice. Whenever you use this feature you must complete a short or long rest before you can do so again.   At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.   Vodou Mastery   At 15th level when you finish a long rest you may replace one of your spells known for any other spell of the same level from any spell list and when a creature dies within 60 ft you may as a reaction expend one hit dice and make an Arcana skill check contested against your spell save DC. On a successful save gain one undead thrall.   Additionally, if your vodou doll is within 60 feet of you when you die you can store you spirit within it. You may choose to enter your body again and regain 1 hit point as a bonus action. If your body is destroyed you must find a willing creature to give their body to you instead.   ______   Olododo   Karaya's most meager believers are also it's most righteous. Olododo embody their god as the light in the darkness.  
      Righteous Spirit   At 3rd level you gain proficiency in shields, one martial weapon of your choice and you learn the blind fighting fighting style.   Karaya blesses you each day that you may defeat evil. When you finish a long rest you may touch one weapon with which you have proficiency. When you attack with that weapon you may use your Wisdom modifier instead of Strength or Dexterity for the attack and damage rolls. This benefit lasts until you finish a long rest.   Additionally, when you hit a creature with an attack roll, you can expend up to a number of hit dice equal to your Wisdom modifier to deal an additional 1d8 radiant damage to the target per hit dice expended. When you do so the creature must make a constitution saving throw or become blinded until the start of your next turn. The damage increases by an additional 1d8 per hit dice expended if the target is a Devil or Demon.   Divine Magic   At 3rd level you learn the light cantrip and one cantrip of your choice from the cleric spell list and you can expend hit dice equal to the level of the spell to gain effects from the following spell list:   3rd: Inflict Wounds or Protection from Evil and Good   5th: Borrowed Knowledge or Spiritual Weapon   7th: Aura of Vitality or Spirit Shroud   9th: Death Ward or Locate Creature   11th: Legend Lore or Mass Cure Wounds   I and I   At 7th level any creature with your powerful die can expend the die to deal an additional 1d8 radiant damage when they hit a creature with a weapon attack and the creature must succeed a constitution saving throw or be blinded until the start of their next turn. Using this feature ends the powerful effect. When you complete a long rest you may invite a number of creatures equal to your wisdom modifier to smoke sacred herbs and meditate with you for one hour. Any creature that does gains one of your powerful die at the end of the long rest. You cannot target yourself.   Additionally, when you complete a long rest you gain the effect of the find steed spell and may use the Lion statblock.   Miracles   At 11th level, your deity begins to bestow upon you powerful miracles. Choose one 6th-level spell from the cleric spell list as this miracle. You may gain the effect of a Miracle once without expending hit dice.   At higher levels, you gain more cleric spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level and one 9th level spell at 17th level.   Once you use any miracle you must complete a short or long rest before doing so again.   Lion of Zion   At 15th level you can use an action to take the form of a winged lion for 1 minute. When you do, you gain the following benefits:   You gain a fly speed equal to your walking speed.   When you use your ancestral enmity trait you may expend an additional hit dice to roar. When you do so any creature you choose within 60 feet that can hear you must make a wisdom saving throw. On a failed save the creature is frightened of you for one minute. It can repeat this saving throw at the start of each of it's turns and the effect ends on a successful save.   When you use this feature you heal for a number of hit points equal to double your wisdom modifier and at the start of each of your turns.   ______   Griot   Orators, historians, storytellers, poets, and musicians can all be Griot. Not many would consider words to be a weapon, but a Griot wields them to results of the sharpest blade.  
      Empowering Spirit   At 3rd level you can expend one hit die as a bonus action to grant one powerful die to a creature within 60ft than can see or hear you. When you do so you gain the effect of the sanctuary spell until the start of your next turn.   Skilled Orator   At 3rd level you learn the message and vicious mockery cantrips. When you use vicious mockery you may add your wisdom modifier to the damage roll, the creature takes half damage on a successful save and your sanctuary effect from your Empowering Spirit feature is not effected. You may also expend a powerful die to use Viscious Mockery as a bonus action.   You gain proficiency in the persuasion skill and one musical instrument of your choice.   Additionally, you may expend one hit die to gain the effect of the Hideous Laughter spell or two hit dice to gain the effect of the Suggestion spell.   Squad   At 7th level when you are hit with an attack any number of creatures with your powerful feature may use their reaction to move up to half their movement speed and make an attack against the creature that hit you. A creature with the war caster feat may cast a spell instead. This effect ends when they expend their powerful die or when they successfully hit a creature using this feature. If a creature is reduced to 0 hit points with this reaction you gain a powerful die.   Additionally, whenever a creature saves against one of your effects you may expend a powerful die to grant disadvantage on the roll.   Finally, you may expend four hit dice to gain the effect of the Psychic Lance spell.   Encourage/Discourage   At 11th level you develop a powerful aura that effects those around you. Friendly creatures within 5ft of you gain a bonus to saving throws equal to your charisma modifier. Enemy creatures within 5ft of you suffer a penalty to saving throws equal to your charisma modifier.   Additionally, you may expend four hit dice to gain the effect of the Banishment spell or you may expend six hit dice to gain the effect of the Mass Suggestion spell.   Existential Crisis   At 15th level you may expend one hit die per target when you use viscous mockery to target a number of creatures equal to your charisma modifier. A creature that fails the saving throw has an existential crisis and is charmed for 1 minute. While charmed in this way the creature is incapacitated and it's speed becomes 0 until it takes damage or another creature uses an action to shake the creature out of the crisis.   ______   Bruha    
      Reincarnate Spirit   At 3rd level whenever you expend hit dice to cast a spell or when you expend one hit dice as a bonus action you assume the form of one of your ancestors. The appearance of the form is your choice. While in this form your eyes glow and shed bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   Whenever you reincarnate, choose which of the following figures to shine forth from you and roll 1d6 on the Bruha table below:   Martyr. An ancestor that sacrificed their life for you takes over your body and a luminous sword of radiant light appears in your hand. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a melee spell attack or ranged spell attack, hurling the luminous sword that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Intelligence modifier. At 5th level the damage increases to 2d8 + your intelligence modifier. At 7th level when you attack in bright light you do so with advantage.   Sage. The ancestral knowledge of a long dead sage floods your spirit. You have advantage on charisma, intelligence and wisdom saving throws. At 5th level you gain advantage on INT History skill checks. At 7th level you gain advantage on INT Arcana skill checks.   Ruler. A wise and powerful ruler inhabits your body. When you make a charisma skill check or a Constitution saving throw to maintain concentration on a spell you have advantage on the roll. You also gain a number of temporary hit points equal to your Intelligence modifier. At 5th level the number of temporary hit points gained equals twice your Intelligence modifier. At 7th level you and one creature of your choice gain this effect.

    Bruha Table

      On a roll of 1 you take 1d12 necrotic damage. On a roll of 6 you may choose any effect.   1 - Shadowy tendrils lash around you. Each creature you can see within 15 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage.   2 - Your movement speed is doubled and you do not trigger attacks of opportunity with your movement.   3 - Flowers and vines temporarily grow around you and the ground within 15 feet of you is difficult terrain for your enemies.   4 - Magic infuses one weapon of your choice that you are holding. The weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.   5 - Whenever a creature attacks you within 5ft radiant light shines and that creature must roll with disadvantage. (Once per turn)   6 - You surround one creature you can see with the spectral visages of your ancestors. The creature must subtract your wisdom modifier from it's initiative. (or your choice of any effect)   Spectral Altar   At 3rd level your ancestors send you a spectral altar that surrounds you at all times and allows you to connect to them. It may take any appearance you choose but only you may interact with it, the alter is intangible to others. Creatures of your choice may see the altar, it is invisible to others.   Spellcasting ability: Intelligence, Spell save DC. 8 + Proficiency bonus + Intelligence modifier. Spell Attack modifier. Proficiency bonus+ Intelligence modifier.   You learn the mage hand and minor illusion cantrips and you may cast the Chaos Bolt spell at it's regular level once without expending hit dice. You may do so again after completing a long rest.   As an action you can use your alter cast the following spells. When you do, you expend hit dice equal to the level of the spell - 1. If the spell can be cast at a higher level you cast the spell one level higher than normal. You may also expend a number of hit dice equal to the spell level to cast the spell at two levels higher:   3rd level: Mind Spike, Mirror Image or Shatter   5th level: Counterspell, Hypnotic Pattern or Spirit Guardians   7th level: Blight , Charm Monster or Dimension Door   9th level: Danse Macabre, Hold Monster or Scrying   11th level: Flesh to Stone, Scatter or Soul Cage   Ashe   At 7th level any creature effected by your powerful feature may use their reaction to expend the powerful die and regain one spell slot or one hit die. When a creature gains this benefit they must complete a short or long rest before gaining this benefit again.   Additionally, your spiritual connection becomes magnified, though difficult to control. Whenever you complete a long rest roll 1d6. If you choose, Your powerful trait can change to another diaspora 7th level trait based on the number rolled. When you roll a 6 you may choose from any of them.   1 - Oluwakiri   2 - Ibutho   3 - Sevite   4 - Olododo   5 - Griot   6 - Poro (or your choice of any)   Ancestral Altar   At 11th level your ancestors allow you and your companions to be transported through your alter to the ancestral plane to share in their wisdom and experiences. This effect uses the parameters of the Tiny Hut spell and for the duration you appear to be floating through space and are visited by many of your ancestors. You cannot take damage while in the ancestral realm and are immune to being charmed.  Additionally, once per long rest you can use the Sending spell to another Elf on the ancestral plane or the material plane.   Any creature that completes a long rest in the ancestral realm gains expertise in one skill with which they have proficiency for 24 hours and gains one Diaspora powerful die of their choice.   Additionally, when you use your reincarnate spirit feature you gain a Truesight of 30ft for the duration.   Orisha   At 15th level you may use your altar or gain the effect of the conjure celestial spell without expending hit dice. This effect takes 1 minute of dancing to complete. When you do, roll 1d6 to choose which Orisha you summon. You gain an additional effect based on the Orisha you summon and while the Orisha is present you can use the effect on each of your turns without expending a spell slot or material components. On a roll of 1 you take 4d8 psychic damage. On a roll of 6 you may choose any of the Orisha to summon.   1 - Ọ̀ṣun, Orisha of love, intimacy, beauty - you gain the effect of the time stop spell.   2 - Olókun, Orisha of the seas - you gain the effect of the water breathing spell and can use a bonus action to gain the effect of the tidal wave spell.   3 - Sango, Orisha of the thunders and lightnings - you gain the effect of the thunderstep spell as a bonus action. Additionally, all damage you or Sango deal becomes thunder or lightning damage (if you choose).   4 - Orunmila, Orisha of wisdom, divination, destiny - You gain the effect of the foresight spell.   5 - Yewa, Orisha of the maternity and of the children - you gain the effect of the mass healing word spell and cast it at 5th level.   6 - Olodumare, the source of all creation - Olodumare appears, then disappears and you gain the effect of the wish spell. (if you use this spell you regain the ability to do so again in 7 days or you may choose of any other Orisha)   Once you use this feature you must complete a long rest before doing so again.   ______   Poro
      Skilled Movement   At 3rd level you learn to move deftly. You gain proficiency in the Acrobatics skill and as part of your normal movement you may expend one hit die to make an acrobatics skill check. On a roll of 15 or higher your movement speed increases by 10 feet and you gain the effect of half cover for a number of rounds equal to your proficiency bonus. You may also expend your own powerful die as a bonus action to reroll this skill check when you fail.   Skilled Counter   At 3rd level you gain a lightning fast counterattack. Whenever a creature you can see makes an attack roll against you or a creature you can see within 10 ft you can expend one hit die as a reaction to make an attack against that creature. As part of the reaction roll a sleight of hand check. On a total of 20 or higher this counterattack does not use your reaction. This reaction cannot be used with a weapon possessing the heavy quality. You may also expend your own powerful die as a bonus action to reroll this skill check when you fail.   Additionally, when a creature takes damage from skilled counter they must make a constitution saving throw. On a failed save the creature bleeds and takes additional damage equal to your proficiency bonus. This bleeding and damage continues for a number of rounds equal to your wisdom modifier. You may also expend one hit die to inflict this effect without a saving throw required.   Brutal Counter   At 7th level you learn to strike where a target is most vulnerable. When you use your skilled counter feature and succeed on the sleight of hand check the creature gains vulnerability to your counter attack and you may add your wisdom modifier to the bleed damage.   Additionally, any creature effected by your powerful feature may expend their powerful die to inflict vulnerability when they deal damage to a target.   Counter Kill   At 11th level when an attack misses you and you use your Brutal Counter feature you may expend one hit die. When you do so you score a critical hit on a roll of 11 or higher.   Additionally, the range of Skilled Counter increases to 20 feet.   Ruthless Negotiator   At 15th level when you tend to dominate interactions with others. Whenever you roll a skill check for deception, insight or intimidation you may expend one hit dice. When you do so you score a critical success on a roll of 15 or higher.

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    Bojique-Sengbe Hatuey.

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