Barbarian
- Path of the Berserker: Implemented as a Champion of Night. Invested with a Night Focus, they turn its power into martial skill instead of domain magic.
- Path of the Wild Heart: Implemented as a Champion of Form. Invested with a Form Focus, they turn its power into martial skill instead of domain magic.
- Path of the World Tree: Implemented as a Champion of Spring. Invested with a Spring Focus, they turn its power into martial skill instead of domain magic.
- Path of the Zealot: Implemented as a Fury Warrior. Twisted with Fury corruption, they gain powers instead of mutations.
Bard
- College of Dance: Implemented as a Champion of Summer. Invested with a Summer Focus, they turn its power into martial skill in place of some of their domain magic. Their spells come from Integral Authority.
- College of Glamour: Charm, Inspiration, Majesty themed.
- College of Lore: Knowledge, Discovery, Skill themed.
- College of Valor: Combat, Attack, Inspiration themed.
Cleric
Clerics are all implemented as Heralds of the Grand Designs.
Herald of Autumn
- Level 3: Death Knell. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that deals necrotic damage equal to twice your Cleric level to each Bloodied enemy within 30 feet of you. If a target succeeds at a Constitution saving throw per your Cleric spell casting ability, they take only half damage.
- Level 3: Disciple of Death. When a spell you cast with a spell slot deals necrotic damage, that spell does an additional amount of necrotic damage equal to the spell slot's level.
- Level 3: Autumn Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Autumn Domain Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the Chill Touch cantrip in addition to any other Cleric cantrips you learn.
Autumn Domain Spells
| Cleric Level |
Prepared Spells
|
| 3 |
Bane, Gentle Repose, Inflict Wounds, Ray of Enfeeblement
|
| 5 |
Animate Dead, Speak with Dead
|
| 7 |
Blight, Spirit of Death
|
| 9 |
Contagion, Raise Dead
|
- Level 6: Siphon Life. The necrotic spells you cast on others heal you. Immediately after you cast a spell with a spell slot that deals necrotic damage to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
- Level 17: Death Mastery. When you would normally roll one or more dice to deal necrotic damage to a creature with a spell of Channel Divinity, don't roll those dice for the damage; instead use the highest number possible for each die. For example, instead of dealing 2d6 necrotic damage to a creature with a spell, you deal 12 necrotic damage.
Herald of Day
- Level 3: Radiance of the Dawn. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30 foot Emanation originating from yourself. Any magical Darkness in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
- Level 3: Warding Glare. When a creature you can see within 30 feet of yourself is about to make an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Day Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Day Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Light cantrip in addition to any other Cleric cantrips you learn.
Day Domain Spells
| Cleric Level |
Prepared Spells
|
| 3 |
Faerie Fire, Guiding Bolt, Magic Weapon, See Invisibility
|
| 5 |
Crusader's Mantle, Daylight
|
| 7 |
Arcane Eye, Charm Monster
|
| 9 |
Dawn, Scrying
|
- Level 6: Improved Warding Glare. You regain all expended uses of your Warding Glare when you finish a Short or Long Rest. In addition, whenever you use your Warding Glare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
- Level 17: Corona of Light. As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60 foot radius from yourself. Your enemies in the Bright Light have Disadvantage on saving throws against your spells that deal Radiant damage. Illusion spells within the Bright Light cast with spell slot levels 4 or lower are dispelled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Night
- Level 3: Night Vision. As a Magic action, you can expend a charge of your Channel Divinity to bestow Night Vision to yourself or one creature you touch. Unwilling targets can ignore the effect if they succeed at a Charisma saving throw equal to your Cleric spell casting ability. Those with Night Vision treat Darkness as Dim Light and treat Dim Light as Bright Light. This effect lasts for 1 hour, or until you are Incapacitated. You can extend the duration by spending an additional Channel Divinity charge.
- Level 3: Night Shroud. When a creature you can see within 30 feet of yourself is about to make an attack roll that targets you, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Night Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Night Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Acid Splash cantrip in addition to any other Cleric cantrips you learn.
Night Domain Spells
| Cleric Level |
Prepared Spells
|
| 3 |
Acid Arrow, Cause Fear, Darkness, Invisibility
|
| 5 |
Enemies Abound, Fear
|
| 7 |
Greater Invisibility, Vitriolic Sphere
|
| 9 |
Dominate Person, Seeming
|
- Level 6: Improved Night Shroud. You regain all uses of your Night Shroud ability after a Short or Long Rest. Additionally, you if the attacker does not succeed at a Charisma saving throw based on your Cleric spell casting, they are blinded until your next turn.
- Level 17: Corona of Night. As a Magic action, you cause yourself to emit an aura of darkness that lasts for 1 minute or until you dismiss it (no action required). You emit Darkness in a 30 foot radius from yourself. All Bright Light and Dim Light that is nonmagical or created by a spell effect level 2 or lower is extinguished. You can see in the Darkness as if it were Bright Light. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Pattern
Herald of Spring
These are implemented as the Life Domain subclass from PHB 2024.
Herald of Summer
- Level 3: Summer Wind. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cast the Longstrider spell without expending a spell slot. This spell can affect a number of targets equal to your Wisdom modifier (minimum one). This spell is cast as though from Integral Authority.
- Level 3: Flame Ward. When a creature you can see within 5 feet of yourself is about to make an attack roll, you can take a Reaction to deal fire damage equal to your Wisdom modifier to the attacker. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Summer Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Summer Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Fire Bolt cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
| Cleric Level |
Prepared Spells
|
| 3 |
Burning Hands, Flame Blade, Jump, Scorching Ray
|
| 5 |
Fireball, Haste
|
| 7 |
Freedom of Movement, Wall of Fire
|
| 9 |
Flame Strike, Telekinesis
|
- Level 6: Improved Flame Ward. You regain all expended uses of your Flame Ward when you finish a Short or Long Rest. In addition, whenever you use your Flame Ward, you can give the target of the triggering attack 10 additional speed until your next turn.
- Level 17: Wreath of Flame. As a Magic action, you cause yourself to emit an aura of fire that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take fire damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage. Allies in the Bright Light gain advantage on on saving throws against the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Winter
- Level 3: ???. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity ???.
- Level 3: Winter Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Winter Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Ray of Frost cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
| Cleric Level |
Prepared Spells
|
| 3 |
Entangle (frost themed), Hold Person, Ice Knife, Snilloc's Snowball Swarm
|
| 5 |
Sleet Storm, Slow
|
| 7 |
Ice Storm, Otiluke's Resilient Sphere
|
| 9 |
Cone of Cold, Hold Monster
|
- Level 17: Winter Aura. As a Magic action, you cause yourself to emit an aura of cold that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take cold damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage or inflict the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Apocryphal Classes
Artificer
- Called Paragon of Craft
- Requires an Integral origin
- Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed
Barbarian
- Variety of Paragon of War
- Requires an Integral origin
- Path of Berserker, Path of Totem Warrior allowed
Bard
- Called Orison of the Third Court (or just Orison)
- Requires a Strange origin or Strange Pact
- College of Lore, College of Valor allowed
Cleric
- Called Herald of [[Domain]] where the domain is one of the nine Integral designs
- Requires an Integral origin
- All domains gain proficiency with heavy armor and martial weapons
Autumn Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Spring Domain unless they are also in Autumn Domain
- Cannot use spells that deal damage unless that damage is necrotic, which deal +1 damage per die
- All summoned creatures are wraith servitors
- Learn chill touch in addition to other cantrips
- 1st level domain spells: inflict wounds, ray of sickness
- 2nd level domain spells: blindness/deafness, ray of enfeeblement
- 3rd level domain spells: animate dead, speak with dead, stinking cloud
- 4th level domain spells: death ward, blight
- 5th level domain spells: antilife shell, contagion, cloudkill, raise dead
- 6th level domain spells: harm
- 7th level domain spells: finger of death
- Reaper (1st level): Learn all necromancy cantrips, your necromancy cantrips can instead target a 10' square
- Channel Divinity: Touch of Death (2nd level): You can spend a channel as a bonus action to deal extra damage on a melee attack equal to 5 + 2 x level
- Inescapable Destruction (6th level): Your necrotic damage ignores necrotic resistance and you reroll 1s on necrotic damage dice
- Autumn Strike (8th level): Your melee attacks deal +1d8 necrotic damage
- Improved Autumn Strike (14th level): Your melee attacks deal +2d8 necrotic damage
- Improved Reaper: All of your necromancy spells that effect a single target can instead target a 10' square
Day Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Night Domain unless they are also in Day Domain
- Cannot use spells that deal damage unless that damage is radiant, which deal +1 damage per die
- All summoned creatures are angel servitors
- Learn light in addition to other cantrips
- 1st level domain spells: charm person, faerie fire
- 2nd level domain spells: hold person, see invisibility, suggestion, zone of truth
- 3rd level domain spells: daylight, hypnotic pattern
- 4th level domain spells: guardian of faith, dominate beast
- 5th level domain spells: dominate person, geas, hold monster
- 6th level domain spells: mass suggestion, sunbeam, true seeing
- 7th level domain spells: mordenkainen's sword (radiant)
- Gain proficiency with insight and persuasion
- Channel Divinity: Radiance of the Dawn (2nd level): as the feature
- Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
- Potent Spellcasting (8th level): as the feature
- Corona of Light (17th level): as the feature, but only applies to radiant damage
Destiny Domain
- Domain cantrips: blade ward, guidance, mage hand, true strike
- Can only cast spells that appear on their domain list
- 1st level domain spells: bane, bless
- 2nd level domain spells: augury, locate object
- 3rd level domain spells: blink, clairvoyance
- 4th level domain spells: freedom of movement, locate creature
- 5th level domain spells: legend lore, scrying
- 6th level domain spells: find the path, true seeing
- 7th level domain spells: reverse gravity, sequester
- 8th level domain spells: demiplane
- 9th level domain spells: foresignt, time stop
- Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
- Favored Fate: Gain advantage on saving throws
- Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
- Anchored (6th level): You are immune to forced movement
- Ageless (8th level): You no longer age
- Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
Form Domain
See Druid, below.
Night Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Day Domain unless they are also in Night Domain
- Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 damage per die
- All summoned creatures are devil servitors
- 1st level domain spells: burning hands (acid), hex (poison)
- 2nd level domain spells: darkness, invisibility, melf's acid arrow
- 3rd level domain spells: fear, nondetection
- 4th level domain spells: evard's black tentacles (acid), greater invisibility
- 5th level domain spells: dominate person, hold monster
- 6th level domain spells: eyebite (panicked)
- 7th level domain spells: symbol (fear)
- Gain proficiency with insight and intimidation
- Channel Divinity: Cloak of Shadows (2nd level): as the feature
- True Darkvision (6th level): You can see in magical darkness
- Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
- Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
Pattern Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells that deal damage unless they deal psychic damage, which deal +1 damage per die
- All summoned creatures are eidolon servitors
- Gain vicious mockery in addition to other cantrips
- 1st level domain spells: comprehend languages, dissonant whispers
- 2nd level domain spells: calm emotions, detect thoughts, silence, suggestion
- 3rd level domain spells: speak with plants, tongues
- 4th level domain spells: confusion, dominate beast
- 5th level domain spells: dominate person, geas, legend lore
- 6th level domain spells: mass suggestion
- 7th level domain spells: symbol (sleep)
- Gain proficiency with arcana and nature, learn four languages of your choice
- Channel Divinity: Knowledge of the Ages (2nd level): as the feature
- Channel Divinity: Read Thoughts (6th level): as the feature
- Supernal (8th level): You can understand any Integral language and can speak Supernal, which is understood by any Integral creature with a language
- Visions of the Past (17th level): as the feature
Spring Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Autumn Domain unless they are also in Spring Domain
- Cannot use spells that deal damage, but healing is increased by +2 per die
- All summoned creatures are sylph servitors
- Learn mending in addition to other cantrips
- 1st level domain spells: create or destroy water, cure wounds, healing word
- 2nd level domain spells: gentle repose, lesser restoration, levitate
- 3rd level domain spells: fly, mass healing word, revivify
- 4th level domain spells: control water, death ward
- 5th level domain spells: greater restoration, mass cure wounds, raise dead
- 6th level domain spells: heal, heroes' feast
- 7th level domain spells: regenerate, resurrection
- Intuitive Healer (1st level): gain proficiency with medicine
- Channel Divinity: Preserve Life (2nd level): as the feature
- Blessed Healer (6th level): as the feature
- Death Resistance (8th level): Gain resistance to necrotic damage
- Supreme Healing (17th level): as the feature
Summer Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Winter Domain unless they are also in Summer Domain
- Cannot use spells that deal damage unless they deal fire damage, which deal +1 damage per die
- All summoned creatures are ifrit servitors
- Learn fire bolt in addition to other cantrips
- 1st level domain spells: burning hands, jump
- 2nd level domain spells: scorching ray, expeditious retreat
- 3rd level domain spells: fireball, haste
- 4th level domain spells: freedom of movement, wall of fire
- 5th level domain spells: animate objects, telekinesis
- 6th level domain spells: move earth
- 7th level domain spells: delayed blast fireball
- Vigor (1st level): Gain proficiency with athletics
- Infernal Riposte (1st level): When you are struck be a melee attack within 1m , you can use your reaction to cause the attacker to take 2d8 fire damage unless they succeed at a dexterity save. You can do this a number of times per long rest equal to your wisdom modifier.
- Channel Divinity: Inferno (2nd level): When you deal fire damage, you can spend a charge of channel to deal max damage instead of rolling.
- Fire Resistance (6th level): You gain resistance to fire damage.
- Summer Strike (8th level): When you hit with a melee weapon, you can ad 1d8 fire damage
- Improved Summer Strike (14th level): The fire damage increases to 2d8
- Furnace Born (17th level): Immunity to fire damage and your fire damage ignores fire resistance
Winter Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Summer Domain unless they are also in Winter Domain
- Cannot use spells that deal damage unless they deal cold damage, deal +1 damage per die
- All summoned creatures are wight servitors
- Learn ray of frost in addition to other cantrips
- 1st level domain spells: armor of agathys, mage armor
- 2nd level domain spells: cloud of daggers (cold)', hold person
- 3rd level domain spells: sleet storm, slow
- 4th level domain spells: ice storm, stoneskin
- 5th level domain spells: cone of cold, hold monster
- 6th level domain spells: flesh to stone (ice)'wall of ice
- 7th level domain spells: forcecage
- Iceborn (1st level): You are immune to mundane levels of cold, proficient in survival
- Channel Divinity: Mark of Auril (2nd level): as the feature
- Ice Resistance (6th level): You gain resistance to cold
- Channel Divinity: Chill (8th level): When a creature hits you with a melee attack, you can spend your reaction and a channel to slow the attacker unless they save vs spell
- Ice Barrier (17th level): You can encase yourself in ice, making you immune to damage but unable to take actions. You can do this for a number of rounds equal to your cleric level each long rest.
Druid
- Called Herald of Form
- Circle of the Land and Circle of the Moon allowed
- Gains cleric-like abilities in addition to Druid features
- Divination spells can only answer questions about he domain and must be connected to the domain of Form
- Cannot use spells that deal damage unless they deal force or physical damage which deal +1 damage per die
- All summoned creatures are elemental servitors
- Gain the mending cantrip
- 1st level domain spells: animal friendship, create or destroy water
- 2nd level domain spells: barkskin, spike growth
- 3rd level domain spells: conjure animals, meld into stone, water breathing
- 4th level domain spells: otiluke's resilient sphere, stone shape
- 5th level domain spells: insect plague, wall of stone
- 6th level domain spells: blade barrier, move earth
- 7th level domain spells: forcecage
- Channel Divinity: Charm Animals and Plants (2nd level): as the feature
Fighter
- Called Paragon of War
- Champion, Battle Master, and Eldritch Knight are allowed
- Eldritch Knights practice Arcanist magic
Monk
- Called Ascetic
- Way of the Open Hand, Way of the Shadow, and Way of the Four Elements are allowed
- Way of the Four Elements manifests as Fury magic
Paladin
- Martial variant of the Herald of Day above
- Requires an Integral origin
- Oath of Devotion, Oath of the Ancients, and Oath of Vengeance allowed
Ranger
- Martial variant of the Herald of Form, above
- Requires an Integral origin
- Hunter and Beastmater allowed
Rogue
- Called Paragon of Shadow
- Must have Integral origin
- Thief, Assassin, and Arcane Trickster allowed
- Arcane Tricksters wield Arcanist magic
Sorcerer
- Must have Fury origin
- Draconic Bloodline, Wild Magic allowed
- Sorcery magic manifests as Fury magic
Warlock
Wizard