
Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬ChangelingsSpecies
Eons ago, during a single night lost to history, all mortal beings shared the same dream. It did not matter who they were or where they came from—each one wished for the same thing: to be something more.
The Dream Realm, that strange place where minds wander as they sleep, responded. From this collective yearning, the first Changeling was born—a being shaped not by flesh, but by the desires of those who dreamed. It had no face, no name, for it was the embodiment of aspiration, not individuality.
Changelings were created to adapt to the dreams of others, able to shift their forms to become what others needed them to be. But this gift came with a price: with each form they took, they forgot a little more of who they truly were.
It’s said that this is why Changelings are wanderers—eternal seekers of a truth they may never find. Some embrace their ever-changing nature, while others yearn for a fixed identity, a name they can truly call their own.
Core Traits
- Creature Type: Humanoid
- Size: Small or Medium
- Speed: 30 feet
Size
You are Medium or Small. You choose the size when you select this race.
Changeling Instincts
Thanks to your connection to the Dream Realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger
As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
§ArtisanBackground
- Ability Scores:. Strength, Dexterity, Intelligence
- Feat:. Crafter
- Skill Proficiencies:. Investigation, Persuasion
- Tool Proficiency:. Choose one kind of Artisan's Tools
- Equipment:. Choose A or B: (A) Artisan's Tools (same as above), 2 Pouch, Traveler's Clothes, 32 GP; or (B) 50 GP
Monk
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Arts | Focus Points | Unarmored Movement |
|---|---|---|---|---|---|
| 1st | +2 | Martial Arts; Unarmored Defense | 1d6 | — | {"type":"bonusSpeed","value":0} |
| 2nd | +2 | Monk's Focus; Unarmored Movement; Uncanny Metabolism | 1d6 | 2 | {"type":"bonusSpeed","value":10} |
| 3rd | +2 | Deflect Attacks; Monk Subclass | 1d6 | 3 | {"type":"bonusSpeed","value":10} |
| 4th | +2 | Ability Score Improvement; Slow Fall | 1d6 | 4 | {"type":"bonusSpeed","value":10} |
| 5th | +3 | Extra Attack; Stunning Strike | 1d8 | 5 | {"type":"bonusSpeed","value":10} |
| 6th | +3 | Empowered Strikes; Subclass Feature | 1d8 | 6 | {"type":"bonusSpeed","value":15} |
| 7th | +3 | Evasion | 1d8 | 7 | {"type":"bonusSpeed","value":15} |
| 8th | +3 | Ability Score Improvement | 1d8 | 8 | {"type":"bonusSpeed","value":15} |
| 9th | +4 | Acrobatic Movement | 1d8 | 9 | {"type":"bonusSpeed","value":15} |
| 10th | +4 | Heightened Focus; Self-Restoration | 1d8 | 10 | {"type":"bonusSpeed","value":20} |
| 11th | +4 | Subclass Feature | 1d10 | 11 | {"type":"bonusSpeed","value":20} |
| 12th | +4 | Ability Score Improvement | 1d10 | 12 | {"type":"bonusSpeed","value":20} |
| 13th | +5 | Deflect Energy | 1d10 | 13 | {"type":"bonusSpeed","value":20} |
| 14th | +5 | Disciplined Survivor | 1d10 | 14 | {"type":"bonusSpeed","value":25} |
| 15th | +5 | Perfect Focus | 1d10 | 15 | {"type":"bonusSpeed","value":25} |
| 16th | +5 | Ability Score Improvement | 1d10 | 16 | {"type":"bonusSpeed","value":25} |
| 17th | +6 | Subclass Feature | 1d12 | 17 | {"type":"bonusSpeed","value":25} |
| 18th | +6 | Superior Defense | 1d12 | 18 | {"type":"bonusSpeed","value":30} |
| 19th | +6 | Epic Boon | 1d12 | 19 | {"type":"bonusSpeed","value":30} |
| 20th | +6 | Body and Mind | 1d12 | 20 | {"type":"bonusSpeed","value":30} |
Features
Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
- Simple Melee Weapons
- Martial Melee Weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
Bonus Unarmed Strike
You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die
You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Level 1: Unarmored Defense
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2: Monk's Focus
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency.
Flurry of Blows
You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense
You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind
You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Level 2: Unarmored Movement
Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Level 2: Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 3: Deflect Attacks
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Death Domain (Cleric)
Level
Features
Source
1st
Bonus Proficiency, Death Domain, Reaper
DMG
2nd
Channel Divinity: Touch of Death
DMG
6th
Inescapable Destruction
DMG
8th
Blessed Strikes, Divine Strike
DMG
17th
Improved Reaper
DMG
Level 1: Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with weapons.
Level 1: Death Domain
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Level 1: Reaper
At 1st level, the cleric learns one level=0 of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Level 2: Channel Divinity: Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
