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Subclass Options

Illustration by Elina Lavrienko


Cleric: Corruption Domain

Spread and Endure the Rot

Clerics of the Corruption Domain wield the forces of decay, turning the power of entropy against their enemies. These clerics thrive on weakening others, eroding their strength, and hastening the inevitable collapse of order.

The Corruption Domain is tied to gods of disease, destruction, and vengeance. These deities view decay as a necessary force in the cycle of existence, tearing down to make way for renewal. Clerics of this domain are often feared and shunned, yet their power is undeniable in breaking down what is stagnant or oppressive.

Level 3: Corrupting Curse

As a Magic action, you present your holy symbol and expend one use of your Channel Divinity to curse one creature that you can see within 30 feet of you. The curse lasts for 1 minute, or until you lose your concentration (as if concentrating on a spell).

  • The target's movement speed is reduced by half.
  • At the start of each of its turns, the target takes Necrotic damage equal to a number of d6s equal to your proficiency bonus. The target must make a Constitution saving throw against your cleric spell save DC. On a successful save, it takes half as much of this Necrotic damage.

Level 3: Corruption Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Corruption Domain Spells table, you thereafter always have the listed spells prepared.

Corruption Domain Spells

Cleric Level Spells
3 Bane, Blindness/Deafness, Defiled Ground, Inflict Wounds
5 Bestow Curse, Stinking Cloud
7 Blight, Black Pyre
9 Anti-Life Shell, Contagion

Level 3: Festering Rot

When you hit a creature with a weapon attack, or when a creature takes damage from one of your cleric spell attacks, the attack deals an additional 1d8 Poison damage to that creature, and the target can't regain hit points until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 6: Improved Corrupting Curse

If a creature dies while affected by your Corrupting Curse feature, its body explodes in a burst of ichor. Each creature of your choice within 5 feet of the dying creature must make a Dexterity saving throw against your cleric spell save DC. On a failed save, a creature takes Necrotic damage equal to one roll of your Corrupting Curse damage dice (this explosion damage is not halved by a save).

Additionally, if a creature fails its saving throw against this explosion, you can choose for that creature to become cursed as if affected by your Corrupting Curse feature. This new application of the curse lasts for its full duration, requires your concentration, and does not expend an additional use of your Channel Divinity.

Level 17: Eternal Curse

As a Magic action, you can release a palpable aura of sickness and decay. This miasma extends in a 60-foot radius from you, lasts for 1 minute, or until you choose to end it (no action required).

While the miasma is active, you gain the following benefits:

  • Creatures of your choice within the miasma have disadvantage on saving throws against your Corrupting Curse feature and against any spell you cast that deals poison or necrotic damage.
  • When you roll poison or necrotic damage for a cleric spell or Channel Divinity effect against a target within the miasma, you can choose to change the damage type to the other (poison becomes necrotic, or necrotic becomes poison).

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Monk: Combat Medic

From suturing wounds, to the latest chemical enhancement, you have been thoroughly trained on how to keep a squad alive and moving.

Level 3: Locked and Stocked

You gain proficiency in Medicine checks. During a short rest, you can gather supplies from your surroundings. If you choose this option you can either create a new Healer's kit, or restore spent uses to a Healer's kit you are carrying.

Level 3: First Aid

As a Utilize action, you can expend a use from a carried Healer's kit to bind the wounds of a creature that you can touch. While doing so you can expend Focus points to heal the creature by an amount equal to two rolls of your martial arts die per Focus point. You can spend a maximum Focus points equal to your Wisdom Bonus.

Level 6: Concoctions

From well fed leeches reduced to injectable liquids, to pastes made with plenty of poppy flowers. These Concoctions represent the best modern medicine has to offer.

These effects last for 10 minutes. You may prepare Wisdom Bonus doses at the end of a Short Rest, and may only have that many created simultaneously. It takes an Action to administer Concoctions.

If administered by anyone other than the Combat Medic who created it, then it takes a DC15 Medicine check as well. On a failed check the Concoction was administered incorrectly and is used with no effect.

  1. Speed — Increase your movement speed by 15 feet.
  2. Adrenaline — You gain advantage on Strength saves and checks.
  3. Boost — You gain 5 temporary hit points at the start of each turn.
  4. Cleanse — End any Poisoned or Diseased condition.
  5. Calming — Immune to Fear.
  6. Stimulant — Advantage on Investigation and Perception checks.

Level 11: Take your Time

You can spend your Short Rest tending to yourself and any allies who are also resting. If you choose to do so, expend one use from your Healer's kit per creature you wish to treat. Roll a Medicine check, each creature is restored an amount of Hit points equal to the result.

Level 17: Improved Concoctions

These represent some of the absolute cutting edge of medical science. You may create Wisdom Bonus doses at the end of a Long Rest, and may only have that many created simultaneously. These are separate from your allotment of regular Concoctions.

  1. Tonic — Cure Exhaustion Level.
  2. Restorative — Cure any reduction of Ability Scores or Hit Points.
  3. Regenerative — Regenerate lost body parts. Creature must be alive.
  4. Pain Blocking — Resistance to Bludgeoning, Slashing, and Piercing damage.
  5. Mental Protection — Advantage on Intelligence, Wisdom, and Charisma saves.
  6. Steroids — 1d8 per melee hit.

Rogue: Demolitionist

Precise Destruction

Demolitionists blend a rogue's cunning with a dangerous affinity for explosives. They are experts in the construction and tactical deployment of bombs, turning volatile substances into tools of precise destruction. Whether disarming a complex trap or breaching a fortified wall, the Demolitionist brings a unique and explosive brand of expertise to any operation.

Level 3: Demolitionist's Tools

You gain Alchemist's Supplies and Tinker's Tools, and you have proficiency with them.

Level 3: The Basics

You have learned to craft rudimentary explosives. When you finish a short rest, if you spend that rest crafting, you can create a number of bombs equal to your Intelligence modifier (minimum of one bomb). You can have a maximum number of these bombs equal to your Intelligence modifier (minimum of one).

As an action, you can light and throw one of these bombs at a point you choose within 30 feet. Each creature within a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes Fire damage on a failed save, or half as much damage on a successful one. The number of d6s rolled for this Fire damage is equal to the number of d6s you roll for your Sneak Attack at your current rogue level. The saving throw DC is calculated as 8 + your proficiency bonus + your Intelligence modifier.

When you create your bombs, you can choose to imbue them with one of your known Cunning Strike options. To do so, you reduce the number of Fire damage dice the bomb deals by the die cost specified in the Cunning Strike option. This decision is made when the bomb is created.

Level 9: Getting Tricky

You learn the following Cunning Strike options, which you can apply to your bombs by forgoing a certain number of the bomb's Fire damage dice, as specified by the option's cost.

  • Sticky Bomb (Cost: 1d6). The bomb is covered in sticky tar. If you target a creature with the bomb, make a ranged attack roll against the target (you are proficient with these bombs and use your Dexterity modifier for the attack roll). On a hit, the bomb adheres to the target, and the target does not make a Dexterity saving throw to halve the bomb's damage. To use this effect, you must have Alchemist's Supplies on your person when crafting the bomb.
  • Smoke Bomb (Cost: 1d6). The bomb creates a 5-foot radius sphere of smoke centered on the point of detonation. The area within the smoke is heavily obscured. The smoke lasts until the end of your next turn.
  • Grease Bomb (Cost: 1d6). A creature that fails its Dexterity saving throw against the bomb is also covered in flammable grease and has the Burning condition for 1 minute. The creature can use its action to extinguish the flames.
  • Trigger Bomb (Cost: 2d6). You can add either a tripwire or a timer to your bomb. If you choose a tripwire, a creature can spot the tripwire with a successful Wisdom (Perception) check against your bomb save DC. The bomb detonates when the tripwire is disturbed. If you choose a timer, you can set it to detonate at the end of a specific turn, up to a number of minutes equal to your Intelligence modifier (minimum of 1 minute). To use this effect, you must have Tinker's Tools on your person when crafting the bomb.