Re: Wrath Of Ashardalon Adventure 39.pdf

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Tommasa Gaetz

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Jul 15, 2024, 7:37:53 PM7/15/24
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Hello to everyone reading this! My name is Tennix and this here is my tome of 5th edition character options. I've always loved games and D&D was a perfect way to combine both gaming and hanging out with my friends, which is why I'm so passionate about it.

Wrath Of Ashardalon Adventure 39.pdf


DOWNLOAD https://mciun.com/2yMTRP



Shortly after the Covid lockdowns ended where I live, I found a group of friends to play D&D with, and I've loved the game ever since. After a few years of making dozens of characters that I'd never play, I decided to try my hand at a few subclasses. I started writing my first few Blood Hunter subclasses, since I figured there weren't enough for a class as cool as it was.

After I finished all of my Blood Hunter subclasses, I moved on to making a few classes: Revenant, Escort, and Bastion. I went back and made 2 subclasses for every official class (apart from Artificer, but we don't talk about that).

This process took me a few months, and when I finished I was completely run dry of ideas. I stopped working on it until I gathered enough ideas to start writing the rest of the subclasses for each official class, then I made the Brawler and Chrononaut.

I went into yet another hiatus on writing homebrew until I came up with the idea for the Cartomancer, which I made in about a week and a half. About 4 months later, I scraped together a few new class ideas from some online and in-person friends that I'd been playing D&D with, and started making the Imprinter, Godbinder, Purifier, Mechanist, Exorcist, and more to come!

This book gathers many options for players. As you create your character or when you level up, you can unlock the powers and skills that are featured in this book. As this content is homebrew, it's a good idea to always check with your dungeon master if it's okay for you to use the options shown here before adding them to your character sheet. the following paragraphs describe some important notes about the different parts of this book and how to use them:

The subclasses are each linked to a class. When you level up, when your class board tells you that you should gain a subclass, you can choose one of the subclasses presented in this book that matches your class. If you want to use one of these subclasses, make sure to talk it over with your DM. Don't forget about the Blood Hunter's Revised Hemocraft Die system, it is required to use any of my homebrew Blood Hunter subclasses.

This section is the home of some weapons that are used in various subclasses such as the Dragon Slayer fighter. You'll need to look at these to learn what weapons you can use and what their stats are.

This section offers alternate versions of some existing feats. When you gain a feat, you can choose to use the official version or the alternate version of this feat. Once again, talk about it with your DM.

I have over 10 homebrew classes for you to level up. You can choose to use any of these and level them as you see fit as if they were a normal class. Some of the classes are not fit to every campaign, such as the Chrononaut, so check with your DM to see if the class fits with your setting. Also, check with your DM if they will allow you to play the class.

Deep beneath the surface of the water, where the weak-willed fear to tread, the great magma vents bleed heat and life into the otherwise cold depths. Most who reside there are creatures of stealth and cunning ingenuity, such as the Steam Gnomes and their domed cities, but that is not the life for all. For some, they believe these vents are a place to be protected, and revered, for they bleed life back into the ocean, and those who protect them long enough eventually become changed to reflect the primal strength of the magma. The Fetekyerm were the first to master the Path of the Bleeding Earth, but they soon spread the rare power to others throughout the world, causing those who live in tepid waters to tremble at their blazing fury.

In battle, a barbarian of the Bleeding Earth can summon the power of pure heat and and smog to assist them in combat. Even being near a Barbarian of the Bleeding Earth will harm an enemy, as their rage manifests in boiling, blistering heat.

Due to your association with the primal magic of magma, your blood boils and glows red when you enter a rage. While raging, you have resistance to fire and cold damage, and any creature who starts their turn within 10 feet of you (apart from you) must make a Constitution saving throw or take fire damage equal to your Rage damage.

At 6th level, you learn to manipulate the primal forces of the earth. You can use an action to cause magma to explode from a single, 5 foot square of stone, earth, dirt, silt, or sand, creating a geyser of magma in a cylinder 20 feet high and 5 feet in radius. Any creature within the area must make a Dexterity saving throw or take 3d12 fire damage and
be set on fire (taking an additional 1d6 fire damage
at the beginning of every turn on fire, requiring
an action to put out), or taking half damage
and not being ignited on a successful save.
The DC equals 8 + your Constitution
+ your proficiency bonus.

Once you use this ability, you must wait until you complete a short or long rest to use it again. When you use this ability, it counts as dealing damage with an attack for the purposes of maintaining your rage.

At 10th level, you learn to use heat and smoke to magically fuel your body. You no longer need to eat or sleep, so long as you are nearby a hot fire or another, similar heat source for at least 10 minutes a day. If you do not get this heat, you must sleep and eat as normal.

Some barbarians see their rage not as a means of destruction, but as tool to bring about absolute Darkness. These invaders of shadow, known as Darkwraiths, fight with a deliberate yet brutal precision, and can siphon the very life force from foes using a forbidden technique known as Lifedrain.

When you choose this Subclass at level 3, you gain proficiency with a Dark Hand, a unique, magical shield from the Darkness that allows you to siphon life from your enemies. If you lose your Dark Hand, you can perform a 10 minute ritual in complete darkness to create a new one.

Beginning at 3rd level, whenever you enter your Rage,
you can use a bonus action to choose select a single creature within 60 feet of you that you can see
as your prey. For as long as your prey is within
60 feet of you, you are engaged in combat
with it, and it is alive, you remain in your Rage
even if you would end your rage for any reason
except falling unconscious.

At 10th level, you may cast the
Contact Other Plane and Scrying spells as a
ritual, using only your Dark Hand as a material
component that is not consumed. You may
only do so if you are in complete darkness,
and your Scrying spell fails if your target is
not in darkness. Wisdom is your spellcasting
ability modifier for these spells.

At 14th level, whenever you are targeted by an attack
you can see while you are in a rage, you may use
your reaction to create a 30 foot sphere of darkness
centered on yourself. That attack then targets
any creature of your choice that you can see
within the sphere of darkness, using the
original attack roll against you.
Your rage then ends.

Lifedrain. As an Action, you may make a melee weapon attack against a target within 5 feet of you, using your Strength modifier. If this attack hits, it deals 1d4 + your Strength modifier necrotic damage, and you recover hit points equal to the damage dealt. You cannot make more than one Lifedrain attack a turn.

Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more apt a description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.

When a Path of the Bladestorm Barbarian walks onto a battlefield, those unprepared to withstand the rain of sharp steel ought to hide until the storm passes. The ones who stay will have to face the winds of destruction as the barbarian at the center of the maelstrom smashes, hacks and slashes with the strength the of primal winds.

Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.

Additionally at 3rd level, you can add your Rage bonus damage to thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. A creature can only take damage from this feature once per turn. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.

Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. Strength is your spellcasting stat for this spell. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.

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