The Worldwalker Universe DND Series

Custom stats and more!

This page is directly dedicated to both the players of our DND series as well as the viewers. While you're watching our DND Streams, you can pull up these pages and learn more about how the actual mechanics of different characters work. Down below are the character's stats on the website so that everyone can know what each character's homebrew abilities actually do. Likewise, direct links to commonly-used DND5e spells will be made available as while they're not all canonical to my own worldbuilding, for the sake of playing DND we use some of the normal spells just to make sure the players have more variety. However, eventually this DND series will go FULLY homebrew.

Season 1 Recap

Character Stats and Spells

Achar

Mechanically Achar thrives on random chance rolls. His entire playstyle is a gamble, tapping into the iniquity and The Carousel of Discord - two areas rife with dark magic - due to his warlock pact with the dark entity Strife.

What Strife wants is not entirely known, but she has given Achar a variety of gifts.

Pact of Strife's Emissary

  • You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

  • Darkvision

  • You can then dismiss the weapon, placing it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

  • All pact weapons at level 5 onwards start infused with dark magic (see infuse weapon.)

  • When you summon your pact weapon you lose one sanity.

  • Whenever you summon your pact weapon, roll on the shadow sickness table. You do NOT take any damage or lose any sanity when you do this regardless as to the result. However, enemies and allies (when necessary) will take damage or be affected.

  • Gain access to Consume Infused Darkness - consume an infused weapon’s dark energy to regain 1d6 + 1d4 hp per character level.

  • When at low HP Strife will offer her assistance to you. So long as you have an inspiration, avoid going into the dying state. Regain 2d12 + 1d4 healing per character level. The more inspiration you have, the more health you regain.

Standard 5e Warlock Rules with some slight alterations: (Speak to DM)

Dark Entity Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: Strife.

This changes your hit die to be 1d10 + constitution

HP is constitution-based.

This gives you the permanent disease Shadow Sickness (Rules below.)

All magic requires you roll for Shadow Sickness.

Dark magic or magic must be cast 1 time per long rest. If no dark magic is used, while resting the player character will have a restless sleep and waken to a cold, damp sweat. Take 1d4 damage until the next long rest.

Your Character Gains advantage on all “frightened” throws (see 5e frightened rules.)

Invocations: ½ OR all invocations must be put into the Dark Magic Invocations.


Cantrips: Follow the same rules as DND 5e for Warlocks.


Spells Known of 1st Level and Higher

At 1st level, you know ONE 1st-level spells of your choice from the warlock spell list.

Follow warlock rules for spell slots Bonuses from your pact are REQUIRED to be taken, and will take a spell slot.


Gifts of Strife

Due to being taken in as one of Strife’s acolytes, you gain access to various abilities. At the 1st level you begin gaining access to many of these skills. Be warned, however, as using them comes with downsides…

On all magic roll for shadow sickness.


ALL GIFTS OF STRIFE USE YOUR CONSTITUTION AS THEIR MODIFIER

Level 1

Enter The Carousel

Enter The Carousel of Discord and converse with Strife. She may deny your visit. May only be used during a long rest. Roll for Shadow Sickness.

You may also use this to gain glimpses of warnings and prophecy, similar to a seer.

Armor of Shadows

At level 1 you can cast mage armor on yourself at will, without expending a spell slot or material components. Roll for Shadow Sickness.

Level 2

Shadow Spike

1st Level Spell

Spell attack

30ft range

Instant

Create a spike of shadowy energy, thrusting out toward your enemy for 1d12+your constitution modifier necrotic damage. At level 5, 10, 12, 15, add an additional 1d8 per milestone. When cast at a higher spell slot level add 1d12 damage per spell slot level.

Roll a d4. Take that damage to yourself. Increase that damage by an additional d4 per each level (5,10,12,15.) Roll for Shadow Sickness. If cross classed, take every bonus regardless of number of levels in each class (as you hit the milestones of combined level.)

Spell attack on players using con to attack.

Level 3

Dark Battery

Add +10 to your base movement speed.

Add +1 to your initiative roll

Passive skills

Level 3

Cantrip

Instant cast, lasts until end of combat

20 ft

Infuse Weapon

Infuse a weapon with dark energy. A shadowy aura surrounds it, causing strikes to do an additional 1d6 + your spellcasting modifier. necrotic damage. At level 5, 8, 12, 16, 18 add an additional 1d6 damage. Roll for Shadow Sickness.

(You can also infuse body parts such as claws, fists, teeth, etc. This would require an additional cast as each cast only covers one object)

Can be cast on an allies weapon, however if done without warning must roll to avoid becoming frightened by their own weapon. (Your spell save dc.) If frightened they drop their equipment. If cross classed, take every bonus regardless of number of levels in each class. (as you hit the milestones of combined level.)

Level 5

2nd Level Spell

Instant

Expel Dark Energy

Requires Infuse Weapon to be active on equipment

20Ft

Attack roll - add spellcasting

Release the dark energy from your weapon in a 20 ft line in front of you, dealing 10d4 + 1d12 damage + your spellcasting modifier necrotic damage to every unit it hits (including allies.)

Roll for Shadow Sickness. Roll a d8. You take that damage. At level 6, 7, 8, 10, 12, 15, add an additional 1d6 damage to enemy per milestone. If cross classed, take every bonus regardless of number of levels in each class. (as you hit the milestones of combined level.)


Level 5 - Gain one extra attack action with your mainhand weapon


Level 6

Wall of Darkness

Requires Concentration

Reaction OR action

Level 2 Spell


Create a 60 foot long wall of darkness. Any creature stepping into it must take 5d8 + your spellcasting modifier necrotic damage. Most creatures will not want to step into the wall, however if they do they must make a dc13 saving throw to avoid becoming frightened.

Roll for Shadow Sickness

At level 6, 8, 10, 12, 15, 18 add an additional 1d12 per milestone. If cross classed, take every bonus regardless of number of levels in each class. (as you hit the milestones of combined level.)


Level 6

Sacrifice to Strife

Once per long or short rest, you may roll a d20. Sacrifice that much HP and regain 1 sanity for every 5 hp.


Level 7

Call of The Carousel

Cantrip

Attack

DO NOT ROLL FOR INSANITY UNLESS EFFECT STATES

Range: 60 Ft


A dark portal opens where you wish in a 60 ft range. Something appears from the whirling mass of dark energy. This portal has different effects, which you roll on a d4.


1 - A large, circular platform erupts from the dark portal, striking an enemy. Black fire lanterns adorn this platform, causing blackened flame to engulf whatever this platform slams against. Roll for insanity.


The enemy must make a dexterity saving throw. Enemies large size or higher roll at a disadvantage. If this hits, the platform does 3d6 black flame damage to the individual it hits. Any time the enemy takes damage over the battle, they take an additional 1d6 black flame damage rolled by the summoner.


2 - A dark portal opens where you wish in a 60 ft range. Dozens of small white pebbles fire from the portal in rapid succession, damaging everything standing in a 60ft line in front of the portal. This is a basic attack roll which does 6d4 + your spellcasting modifier. Add 1 additional d4 per level of insanity the player is at, plus add an additional 1d4 for each player level above 5. Roll for insanity.

3 - A dark portal opens where you wish in a 60 ft range. A shadowy mist seeps across the battlefield in a 120 foot radius, causing 1d20 necrotic damage on a failed Constitution save to everyone but the summoner. Everyone hit by this attack has one turn skipped. The summoner takes 2d4 self-damage.

4 - A dark portal opens where you wish in a 60 ft range. A great blade of shadowy energy shoots forth from the portal, which the user can command for the next 5 turns with their mind. This blade can float 60 ft from the user at any time and lasts one day before fading away. This sword can ONLY attack one time per turn, even if the user has the multi-attack action. The blade adds 1 additional attack roll to the summoner’s attack action as well as shooting an additional line of dark energy during the expel dark energy ability. The sword can also apply advantage similar to any other player. Summoner is healed for 2d4. Only 3 blades can be active at a time.

The blade adds 1 additional attack roll to the summoner’s attack action as well as shooting an additional line of dark energy during the expel dark energy ability. The sword can also apply an advantage similar to any other player. Summoner is healed for 2d4.

Level 8

Your hit die all convert to d12. Reroll for your new maximum HP (or take max per flip’s campaign rules.)

You now gain the ability to "corrupt" allies magic on reaction, adding 1d8 necrotic damage to all of their spells.

Shadow Sickness

Shadow sickness is a disease transmitted to an individual who has been exposed to extreme amounts of direct contact with dark magic. Not all dark magic causes shadow sickness, but much of it does. Most dark magicians suffer from a form of shadow sickness which leads most to an early grave.

There are a variety of effects which shadow sickness causes. Insanity, the breaking of the mind, hallucinations, coughing fits and uncontrolled bursts of energy among them. Oftentimes individuals suffering from shadow sickness will wake to black stains and dead vegetation around them. Nights can become restless and sleep is difficult because of this.

Cures

Songstresses are known to help counteract this strange sickness, although it is unsure as to how. So-called “sanity potions” can also help keep the mind calm during bouts of sickness. However, most individuals suffering from shadow sickness will, undoubtedly, die.

There are no known cures.

Those inflicted by shadow sickness will draw dark entities toward them. They will corrupt other magic inadvertently. They will speak of shadows and strangeties around them and become more sensitive to various magics. Many fall into paranoia induced fits or grow irritable, slowly losing their minds before becoming fully corrupted.

5e Rules

Whenever someone with dark magic casts a spell or cantrip consult the below table. Roll a d10 for additional effects when required.

1

Corruption - The spell is corrupted by dark energy. Healing magic now deals damage to you AND enemies. Spells gain the “dark energy” tag which gives them an additional effect (at the dms discretion). Normally 1d6 + 1d6 per character level additional damage.


In turn, this extra damage takes 1d4 + 1d4 hp per chara level health from the user. Add an insanity token.

2

Hallucination - The caster begins to hallucinate something nearby. Depending on the scenario may require a frightened saving throw. Dc14 or higher to avoid being frightened. (Dm discretion.)

3

Dark lure - A pulse of dark magic draws nearby dark entity’s attention. (Dm discretion.) Sometimes nothing will happen, but if a dark entity is nearby it will inevitably be drawn to the party. Add an insanity point.

4

Dark Magic Discharge - An explosion of dark magic erupts from the individual, doing 1d10 + 1d10 per extra player level - damage to them and anyone within a 15 foot radius. All creatures must make a dexterity saving throw to avoid this damage. If they fail they take full damage. Otherwise, they take half. (Spell save dc.)

5

Insanity - Add an insanity point to your character sheet.

6

Dark Dreams - The player’s next long rest only counts as a short rest. If they take a short rest instead, it does not count at all.

7

Bloodlust Compelled by Darkness - When you slay an enemy this fight, gain 1d6 healing+1d6 healing per chara level. Can only activate once per short rest, lasts the entire fight/until out of combat. Gain 1 insanity point.

8

Aura of Fear - Your character goes into a bout of crazed laughter and attacking, gaining an insanity point and forcing every creature in a 15 foot radius to make a charisma saving throw to avoid becoming frightened. (DC 15 saving throw)

9

Coughing, Hacking - The character begins to cough and hack repeatedly. All stealth checks must be done at a disadvantage. This effect only clears after a short rest. Remove 1 insanity point.

10

Weakness - Gain an exhaustion point and have your strength temporarily reduced by 1d4 (minimum of 1.) Drop weapon. Resets on short rest. Remove 2 insanity points.

11

Uncontrolled Violence - Attack the nearest character in a fit of rage (does not take any form of action, make a melee or ranged weapon attack), may include allies. Regain 1 sanity.

12

The Dark Compels - Gain an extra action this turn or on next turn. Add an insanity point to your character sheet

13

Shadow Projectiles - All hostile enemies within 5 feet of you must make a dc12 dex saving throw. On failure, dozens of small shadowy knives erupt from around you and hit them, dealing 1d4+1d4 per player level damage. At level 8 these turn into d8’s. Add your spellcasting modifier. Add 1 insanity point.

14

Dark inspiration - Consume an inspiration point if one is available. You gain 2d12 hp. If one is not available, you instead take 1d12 damage. Add your spellcasting modifier to either total and remove one insanity point.

15

Mystic Infusion - All of your attacks become automatically infused with dark energy (causing them to do magic damage) for the next 10 minutes. You gain ½ of all damage dealt as HP back. Gain 2 insanity points.

16

Weeping Tears - Black tears begin to leak from your eyes, dealing 1d4 per chara level to yourself.

17

Dark Will - REMOVE 1 Insanity point and gain 30ft movement speed on your next turn.

18

Shattering Darkness - The next creature you attack permanently has their AC reduced by 2. Gain 1 insanity point.

19

Darkened Fog - Thick black fog surrounds you, making you harder to hit for 1d4 turns. Add 1 to your ac for 1d4 turns. -1 to all dex-based rolls until long rest.

20

A Dark Gift - Your next attack is a confirmed critical hit. Gain 1 insanity points.

Insanity

Insanity is a core mechanic to dealing with dark magic. The whispers of beings unknown and the power of the ethereal plane begin to twist and warp the mind of an individual. At 5 points, a character is clinically insane and must be treated. Insanity can be treated via rests (with no visits to The Carousel of Discord) and sanity potions.


Short rest - Remove 1 point - If visited The Carousel, Remove 0 Points

Long rest - Remove 3 points - if visited The Carousel, Remove 1 Point

Sanity potion - Remove 1 point


Inform the DM when you have 4 insanity points.

These effects stack as you get up in the levels.


Insanity Level

Effect

Start at 0

None

1

None

2

+1 strength

3

Slight irritation.

- 1 Int

- 1 wis

4

Character grows more irritable. May mutter about shadows. Perception checks at disadvantage.

5

Character begins to actively see shadows and figures watching them. Individual becomes more aggressive and acts out of turn. Repeatedly questions everything and begins to become paranoid.

-1 to AC

+2 to hit

6

-1 Con

Status effect: Dark Interaction

Gain -1 to all rolls regarding persuasion, diplomacy, trading, etc due to the uncanny aura surrounding you. Ask DM if this applies to your roll.

Charisma checks outside of intimidation rolled at disadvantage.

Intimidation at advantage.

Perception at disadvantage.

7

Regenerating Darkness - at level 7 insanity for every turn you are in combat you roll 1d6 per chara level. Half the total. You gain this much HP.

-3 to AC.

8

Insanity

Player is losing their mind. May react rashly and truly begins to see things. All long rests become short rests. All short rests cannot be used to recover HP.

9

All below effects, character loses 1d4 + 1d10 per character level hp every hour until they take a long rest.

10

Player explodes in dark magic, taking 1d20 per chara level necrotic damage

Zane

Roguish Archetype: Born Stacked

From a young age you gained life experience in Metropolis II’s “Stacks” - an impoverished section of Metropolis II. Due to this you know a decent amount about the streets and stealth, leaning into thievery and sleight of hand while gaining the ability to understand technology others may not. At level 3 you become proficient in “Comlink Toolkits” which are tools that allow you to hack into most electronics. You also gain access to proficiency in firearms.

Level 3 Bonus:

Tech Literate

At level 3 you grow more capable of understanding technology of multiple origins due to your time on Metropolis II. This includes golem constructs, hacking, comlinks, etc.

Gain advantage on intelligence rolls.

Gain advantage on history rolls around specific groups such as HELP, Trophy, Metropia (the country) and technology.

Gain the ability to hack into comlinks that are not your own.

If your comlink is ever infected by any sort of virus you may spend a short rest to examine the comlink and isolate it.

Level 4 Bonus

Hacker

Attempt to hack any device connected by electronics. This may include specific golems and robotic enemies (ask DM for discretion.)

Gain advantage on hacking rolls (ask DM.)

Street Fighter

Gain +1 to all attack rolls when fighting in a town, settlement, camp or city.

Level 5 Bonus:

Street Rat

Gain advantage on any rolls involving climbing or mantling. Climb/mantle at normal speed. So long as there are hand purchases, you can climb/mantle a surface. DM Discretion.

Starting at 5th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Multiattack

Gain a second attack at level 5. However, the second attack cannot benefit from sneak attack.

Pistol Proficiency

Gain proficiency in firearms with the word “pistol” or “revolver” in their names. Ask DM if unsure

Hit ‘em Where it Hurts

Once per short rest, any attack rolls over the number 18 (With modifiers) reduces a targets maximum AC by 1. This can be called AFTER the attack roll, as your deft hands allow you to quickly redirect your attacks to permanently damage armor and defenses. Call a body part you’re targeting. When any allies target that body part, they may add +1 to their attack rolls (+1 atk roll, -1 AC for a total of +2 technically.

Level 6

+2 to all rolls regarding thievery and trap disarming

Level 7

What, that’s all?

Any time you use cunning dodge to dodge an attack, you may immediately counterattack. Do your usual weapon damage and add sneak attack if applicable - even if you have already used sneak attack this turn you may use it again here. If you hit, the enemy gains disadvantage on any attack rolls for the next turn. If you MISS, they gain advantage.

+1d6 to all sneak attack damage rolls. Add an additional 1d4 per character level until level 10.


Steel

Basic Information: HEAVIAN SURVIVALIST CLASS

Heaven Survivalists come from a planet of ash and death. Due to the nature of their living conditions, they tend to be relatively hearty and capable in combat. Experts in detecting biohazards and dealing with enemies at mid to long range, they’re well-versed in weaponry and in particular guns. Survivalists tend to use their own equipment and specialize in keeping it up to date and in good condition.

While they often travel alone they are not complete loners and can work in groups fairly well. Known for their black armor and gas mask-helmet hybrids, they fight as mercenaries across the known universe. Most common folk fear them and they are viewed as incredibly intimidating.

Most men and women that work as Heavion Survivalists/Warriors are of the Heavian race, however there are some exceptions.


5e Rules

Hit Dice: 1d10

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Starting Equipment: Any Heavian Pistol (SEE GUN RULES HERE) + one Heavian Make Melee Weapon (Will have Heavian tag) + 1 Grenade

Primary Ability: Dexterity and Wisdom

Saving Throws: Constitution

Proficiencies

Armor: Heavian armor, Light Heavian Armor, Heavy Heavian Armor

Weapons: Simple weapons, Heavian weapons, Guns, Improvised Weapons

Tools: Tinker’s tools/kit, Gunners Kit/tools, Explosive Kit/tools

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Medicine, History, Insight, Intimidation, Perception, and Survival


Level

Proficiency
Bonus

Features

1st

+2

Second Wind

2nd

+2

Craft Grenade, Grit Points Unlocked

3rd

+2

Extra attack, Gravewalker’s Vengeance, Vicious Intent

4th

+2

Ability Score Improvement


Love of Guns

5th

+3

Reactive Defense, Grenade Specialist

6th

+3

Rapid Repair, Ability Score Improvement,

Heavion Waltz

7th

+3

Gravewalker’s Vengeance(2)

8th

+3

Extra Attack(2), Ability Score Improvement

9th

+4

Lightning Reload, Indomitable

10th

+4

Second Wind(2)

11th

+4

Extra attack(3)

12th

+4

Ability Score Improvement

13th

+5

Extra attack(4)

14th

+5

Ability Score Improvement

15th

+5

Action Surge

16th

+5

Ability Score Improvement

17th

+6

Action Surge (2), Indomitable (2)

18th

+6

Ability Score Improvement

19th

+6

Indomitable (3)

20th

+6

Extra attack (5), Ability Score Improvement

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Gain an extra charge at level 10.

Grit

At level 2 you gain a number of grit points equal to your Wisdom modifier (minimum of 1) + +1d4 grit points. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. You use grit to accomplish various abilities, including the below trick shots. At level 4, double these points. At level 10, triple them. At level 12 add an additional grit point. At level 15, add +2 grit points.

Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects.

The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier - at level 4, this changes to 10 + your prof bonus + your dex modifier. At level 5, If you have not moved this turn, enemies have disadvantage on your trick shot.

Trick Shots

These trick shots are presented below.

Intimidating Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Bright Round

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Death’s Advance

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarm

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Knockback Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. Roll disadvantage on large creatures or larger.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. (Only works on creatures of medium size or smaller.)

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair

Upon reaching 6th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload

Starting at 9th level, you can reload any firearm as a bonus action. Spend 1 grit point.

Vicious Intent

At 3rd level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Extra Attack

Beginning at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Can also be done with firearms.

The number of attacks increases to three when you reach 8th level in this class and to four when you reach 13th level in this class. 5 at level 20.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The number of attacks increases to four when you reach 20th level in this class.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Reactive Defense

When attacked by an enemy immediately counterattack as a reaction, dealing 1d6 damage + dex modifier. Can be done with a ranged weapon equipped.

Heavion Waltz

At level 6 when you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll 1 additional weapon damage die + your wisdom modifier per grit point spent when determining the damage. You may also add each grit point used to your overall attack roll.

Gravewalker’s Vengeance

Capable of being used once per short rest, add 1d6 damage + dex modifier to any enemy which has damaged a party member or the player themselves in the last round. Add an additional 1d4 per character level. At level 7 can be used three times. At level 12 it can be used at any point during a combat encounter as either a reaction, action or bonus action.

Craft Grenade

Craft a single grenade (Requires Explosive Kit.) Requires a short rest. On long roll 1d4 to see how many you can make.

Craft Ammunition

Craft ammunition (requires Gunner’s Kit.) Roll d4. At level 3, roll a d6.

Grenade Specialist

Unpin + throw a grenade as a bonus action.

Firearm Properties

Firearms bring their own unique set of weapon properties. You can find all worldwalker related custom weapons at this link here. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload

The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools or Gunner’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack and at times ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Gunner Kit/Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Love of Guns (Level 4)

Add an additional 1d6 damage to all gun damage per character level until level 10. At level 10, all of these dice become d12.






Standard 5e Warlock Rules with some slight alterations: (Speak to DM)

Warlock of the Chandelier

At 1st level, you have struck a bargain with an otherworldly being of your choice: The Chandelier of Bones

A higher attunement to ghosts and ethereal entities. Spirits and other beings will be drawn to you.

This changes your hit die to be 1d8 + constitution

HP is constitution-based.

Your Character Gains advantage on all “frightened” throws (see 5e frightened rules.)

On critical attack success, add an additional 1d6 to all damage rolls at level 1. At level 3, an additional d8. At level 8, an additional d10. At level 10, an additional d12. Also double your damage as per crit rules.

Take ½ of your invocations as chandelier invocations. Or all.

By the Grace of the Chandelier

  • Any spell with this tag is always in your memorized spells without the user requiring to use a memorized spell slot, however will still consume a usage when used -

Cantrips: Follow the same rules as DND 5e for Warlocks.

Note: When cross-classing so long as you have access to an ability’s base (per your cross class level) you take bonuses based on your overall chara level.

Ex: lvl 2 survivalist lvl 3 chandelier would take the level 5 call of the chandelier bonus despite not having 5 levels in this class. At level 2 you gain access to Call of the chandelier, but you get the bonus for being 5 total levels.

Spells Known of 1st Level and Higher

At 1st level, you know ONE 1st-level spell of your choice from the warlock spell list.

Follow warlock rules for spell slots. Bonuses from your pact are REQUIRED to be taken, and will NOT take a slot.

The Chandelier’s Grace

Warlocks who have been granted gifts by The Chandelier of Bones have access to a familiar entity and other gifts (see familiar pact warlock 5e with some slight alterations (listed below.)

ALL CHANDELIER’S GRACE USE YOUR CHARISMA AS THEIR SPELL/ABILITY MODIFIER

Level 1

Passive

The Chandelier’s Longevity

When you rest your eyes glow gold and a sense of fulfillment overtakes you, spurring you to continue onward and preparing you for the day or night ahead.

Your Character Gains an additional 1d6 hp per short rest.

At level 3, 5, 6, 9, 11, 14, 17, 20 gain an additional 1d6 hp - If cross classed, take every bonus regardless of number of levels in each class. (as you hit the milestones with combined level.)


Gain Familiar

Direct Familiar

Telepathically Communicate with Familiar

Your familiar is capable of attacking

Your familiar can be resummoned during a short rest

Your familiar acts independently of you unless directed

Level 1

Binding Root

1st Level Spell

Concentration

Grow a large root using your magic ability. The root glows gold, as though it is filled with an inner light. This root launches towards your target and attempts to restrain it, dealing 1d6 bludgeoning damage and holding it in place. Works on all humanoid sized enemies. Anything larger will require this spell to be cast at an additional level. (See player handbook regarding enemy sizes. Each size up from humanoid will require an additional spell level.) This attack always does damage even on saving throw success, however they will take ½ damage on success and not be restrained.


The target must roll a strength saving throw to see if they can escape the root every turn. If they do not, they take an additional 1d6 bludgeoning damage. They cannot move from where they stand or move their arms. All attacks against this creature will have advantage.


When cast at a higher level, add an additional 1d6 bludgeoning per level.

When hit by fire will erupt into magical gold flame, dealing 2d12 damage for every turn an enemy sits within the flames and 1d12 whenever they pass through said flames. This fire is ethereal in nature and counts as magic damage. Fire will cause the roots to wither and die in 3 turns, releasing whatever they are holding.

Level 2:

Life Siphon:

Cantrip

Instantaneous

Take 1d8 hp from your familiar as healing to yourself. When cast as a higher level spell add an additional 1d8 hp per level. If cross classed, take every bonus regardless of number of levels in each class. (as you hit the milestones with combined level.)


Roll a d20.

15+ = Gain an additional 1d6 hp per level.

10 = Gain an additional 1d4 hp per level

5-9 = Gain advantage on your next attack roll

1-4 = Gain 10 movement on your next turn

Level 2:

Call of the Chandelier:

1st Level Spell

Action

Call forth great roots filled with magic energy, sending them careening toward enemies. Deals 1 d10 bludgeoning damage + your spellcasting modifier. Gain 1d12 for every extra level above 1 this spell is cast.

At level 5 this spell gains an additional 2d10 damage.

At level 7 this spell gains an additional 2d10 damage.(4 additional in total.)

Cone attack - 30 feet

Roll spellcasting to attack.

Level 2:

Energy Transfer

By the Grace of the Chandelier (does not require spell memorization, takes a slot to cast.)

1st Level Spell

Action

Calls forth great roots brimming with magic energy, doing 2d12 + your spellcasting modifier healing to yourself or a target within LOS (120ft range.) Note that these roots can be lit ablaze, however after they encompass an individual they quickly disappear.

For each level higher this spell is cast at, add an additional 1d12 healing.

Level 3

The Chandelier Protects

Reaction/Instant

1st Level Spell

Call forth a wall of roots and vines to protect yourself at the last moment or instantaneously, blocking 3d10 damage. The vines remain there until the end of combat, after which they wither and die and can no longer be used to block incoming attacks. If cross classed, take every bonus regardless of number of levels in each class. (As you hit the milestones with combined level.) When cast at a higher level spell slot add 1d10 damage abdorbed per level.

Enemies must make a dc14 saving throw if within 10 feet of the wall to avoid being struck by the erupting roots. On fail, take 1d10 + 1d4 damage per character level. On success take half damage.

If hit by fire it will erupt into gold flames, dealing 3d10 damage every time an enemy touches the wall and 5d10 when an enemy stops in the space.

Familiar Buff (Level 1, 4, 7, 10, 13, 16, 19:)

Add 1d6 + Your Charisma Modifier to your familiar’s HP every 3 levels. If cross classed, take every bonus regardless of number of levels in each class. (As you hit the milestones with combined level.)

Level 4

Leytree’s Wisdom

You can now detect magic upon placing your hand on an object without a roll. Sometimes you can even make up what sort of magic it is with enough experience.

Leytree’s Light

Cantrip

Roll Spellcasting

Summon forth a small torch tipped by a glowing yellow light.

Level 5

Leytree Portal


Summon a gold nexus of roots which can connect to other sets of roots on the same planet. Requires one hour of preparation and a successful dc12 concentration roll using your charisma modifier. You must also place a second tree for this to work properly. Likewise, if the Root Nexus is damaged, the teleportation will not work properly. You may be spat out anywhere.


Once per long rest.