Roguish Archetype (5E): Investigator


Streetwise: At 3rd level, the rogue adds their proficiency bonus to all Intelligence-based ability and skill checks.

Fast Talk: Also at 3rd level, the rogue can re-roll Persuasion and Deception checks, but must take the new result even if it’s lower than the first.

Calculated Maneuvers: When a 9th-level investigator chooses to hold their action, that action gains a bonus to the d20 roll equal to the character’s Intelligence modifier (if positive).

Truth Bomb: As a full-round action, a 13th-level investigator can make an Intelligence-based attack roll that stuns the target with a penetrating insight. The rogue must be able to be heard and understood by the target, and the rogue gains a bonus to the roll based on the number of rounds spent observing the target. An individual target can only be affected once per 24 hours and the stun effect lasts until the end of the rogue’s next turn.


A Step Ahead of Everyone: At 17th level, an investigator can reveal advanced preparations anticipating a current situation – services and materials cannot exceed character level X 100 gold pieces. The DM may ask for a relevant skill check to determine the degree of success.

NEW SPELL: Thorns of Crimson Death


Sorcerer/Warlock/Witch/Wizard Level 1 (Transmutation)

With a guttural incantation and a cruel hand gesture, the spell caster causes razor sharp thorns to burst out of the flesh of one living, non-plant creature per level.

The thorns inflict 1d4 points of damage per caster level and targets have disadvantage on all rolls until the thorns are removed – which deals another 2d4 points of damage. If a creature succeeds a saving throw versus magic, the damage is halved and the thorns wither away on their own at the start of the next round.

Option miscast table for LotFP (roll 1d12):

1 – Thorny vines erupt from the ground beneath the caster’s feet, immobilizing them in an expanding briar patch that grows 5 feet per round in all directions for a number of rounds per caster level.

2 – The caster begins bleeding profusely from their nose, ears, and tear ducts, suffering 1d4 damage directly to their Constitution score. They’ll continue to bleed, losing another point of Constitution each round until they succeed a saving throw versus magic.

3 – The caster’s skin permanently becomes rough and fibrous, like the outside of a creeper vine. They lose 2 points of Charisma, but they gain a +2 bonus to their unarmored Armor Class. However, they can now only derive sustenance from the blood of their own species.

4 – The caster feels excruciating pain in their eyes; 1d4-1 rounds later, their eyes swell and burst into crimson rose blossoms that smell like fresh blood. The blooms (and their scent) last for 2d4-1 days then wither away, revealing new eyes with crimson irises. From now on, the caster has advantage on Perception checks to find and follow freshly spilled blood.

5 – After 1d4-1 rounds, any creature with hit dice less than the caster’s level that failed its saving throw versus magic dies as its flesh sloughs off revealing a vine-entwined skeleton that is hostile to all living creatures.

6 – After 1d4-1 rounds, the caster collapses, wracked with pain as a parasitic vine burrows through their body. At the start of each of their turns, the caster must make a Constitution-based saving throw. If they roll three successes before they get three failures, the caster bonds with vine, gaining a extendable thorny tendril that can attack like a whip. If the caster generates three failed saving throws first, the vine begins consuming them from the inside. Every 24 hours, the caster loses 1d4 Constitution; at 0 Constitution, a mature vine creature with hit dice equal to the caster’s level bursts out.

7+ – Consult the generic miscast result table



Domain spells:
     1st – fog cloud, jump
     3rd – spider climb, spike growth
     5th – meld into stone, sleet storm
     7th – stone shape, stoneskin
     9th – commune with nature, wall of stone

Peak Performance: At 1st level, you gain proficiency in Constitution saving throws and Wisdom (Survival) checks. You also have Advantage on Athletics checks to climb.

Bones of the Earth: At 2nd level, you can use your reaction to expend a use of channel divinity to negate the damage caused by one attack.

Altitude Adaptation: As a 6th level cleric, you are no longer hampered by mountainous difficult terrain, including steep inclines, snow, and ice. You are also unaffected by high altitudes and non-magical cold.

Like a Rolling Stone: At 8th level, instead of dealing damage with a Strength-based attack, you can push back your target 5 feet per level and knock it prone (Strength save for half distance). If the target collides with a solid object, it takes damage as if it had fallen an equivalent distance.

The Highest Summit: At 17th level, you can expend a use of channel divinity to transform into a huge earth elemental for 1 minute. You must complete a long rest before you can use this ability again.

New Spell: Howling of the Jinn

Sorcerer/Warlock/Wizard/Witch 1 (Evocation)


Invoking the power of supernatural entities of the upper air, the spellcaster’s mouth opens disturbingly wide and unleashes a gale-force blast of shrieking wind in a conical area 10 feet long per level.

Medium-sized and smaller creatures must make a Strength check to resist the force of the wind. Any creature that fails is pushed backwards a number of feet equal to the difference between a success and the result they rolled and is knocked prone. Creatures that succeed the check stay upright but cannot move forward against the wind. The wind extinguishes open flames and hurls unsecured items 1d6x10 feet away from the caster.

Additionally, the eerie wail that accompanies the wind deafens all creatures in the affected area for 1d6 minutes.

Optional Miscast Table for Lamentations of the Flame Princess (roll 1d12):

1 – An ill wind blows through a 60-foot radius area centered on the caster for 1 round per level of the caster. All creatures in the area move at half speed and have disadvantage on Dexterity-based checks and ranged weapon attacks.

2 – A cacophony of alien voices erupts in a 10-feet-per-level radius around the caster for 1d6 minutes. Within the area, verbal communication is useless and animals and henchmen must make morale checks to avoid fleeing in terror. Any magic-user is at increased risk for miscasting their spells for the duration.

3 –  The caster has been possessed by a jinn, who uses their body like a meat puppet. The caster’s eyes flare with an inner light and their voice becomes flanged and distorted (like Ra in Stargate). At the start of their turn, the caster can make a saving throw vs. magic to wrest control back; if they make three successful saves before they make three failures, the jinn is expelled. If they fail three times first, the jinn overwhelms the caster’s persona permanently.


4 – A jinn – possibly angry at the caster’s presumption or possibly just bored – smites the caster with smokeless fire. The caster and everything within 15 feet of them takes 1d6 damage per caster level (save vs. breath weapon for half damage).

5 – The spell is cast, but its power permanently damages the caster’s vocal cords. They cannot speak at a volume above a raspy whisper and incur an increased risk of miscasting spells.

6 – Instead of wind, a torrent of smokeless fire gushes from the caster’s mouth in a conical area of 10 feet per level. Creatures caught in the blast that have hit die less than the caster’s level are incinerated, those with hit equal to or greater than the caster’s level take 1d6 damage per caster level (save vs. breath weapon for half damage). The caster takes half damage (no save) and is unable to make any vocalizations for 1d6 days.

7+ – Consult generic miscast table.

The Thousand Devil Urn


According to legend, the demon queller Bo’Mal imprisoned his conquered adversaries in a sanctified vessel carved from a single piece of ivory.

In the hands of one capable of channeling divine energy, the thousand devil urn can be used to turn extra-dimensional beings as if they were undead. In cases where the result indicates destruction rather than turning, the entity is trapped inside the urn instead.

Should someone remove the urn’s lid and look inside, they will initially see impenetrable darkness. As their vision resolves, the blackness becomes a churning gray cloudscape, and then they’ll see the prisoners. At first, the creatures will seem to be miles away but they rush forward with incredible speed.

If the person holding the urn wishes to seal it back up, they must make a Dexterity-based saving throw. If successful, they manage to get lid on in time; if they fail, the difference between the number they needed to beat and the number they rolled becomes the hit dice of the being(s) that have escaped.

With the proper precautions, one could use urn to summon a particular creature known to reside within. In exchange for its freedom, such a being will make all sorts of bargains…

New Spell: Light the Swords on Fire


Transmutation level 1 (Sorcerer/Witch/Wizard)

The blade of a weapon held in the spell caster’s hand bursts into flame for a number of rounds equal to their caster level.

The flames cast as much light as a torch in a color of the caster’s choosing and the weapon is considered magical for the duration of the spell. A target struck by the flaming weapon catches on fire as if struck by burning oil.

Optional Miscast Table for Lamentations of the Flame Princess (Roll 1d12):
1 – The weapon’s blade superheats and melts away, leaving behind a useless hilt.

2 – The weapon lights on fire, but so does the caster.

3 – The incantation is scrambled in such a way that “Light the Words on Fire” is cast instead. For the duration of the spell, any time the caster tries to speak they exhale a 15-foot conical gout of flame that deals 1d4 points of damage per caster level (save vs. breath to avoid).

4 – The weapon lights on fire, but the spell is tied to the caster’s lifeforce – they lose 1d4 hit points each round at the start of their turn. The spell lasts until the caster dismisses it or they reach 0 hp.

5 – The caster is transformed into a being of living fire bearing a weapon of blazing light – for the duration of the spell, they are immune to non-magical attacks, can fly up to 60 feet per turn, and all adjacent flammable materials ignite. The transformed weapon ignores non-magical armor and severs limbs on critical hits. When the spell ends, the caster returns to their normal state, but all their clothing and gear has been incinerated.

6 – The weapon lights on fire because the spell has permanent altered its material qualities to react combustibly with the atmosphere. On an attack roll of 1, the blade shatters, sending flaming metal in all directions (treat as burning oil).

7+ – Consult generic miscast table.


New Monster: Grindles



sculpture by Li Changchun

Grindle, Juvenile
Medium beast


Armor Class 15 (rubbery hide + high dexterity)
Hit Points 22 (4 HD)
Speed 30 ft., swim 60 ft.

Skills Athletics +4, Perception +2, Stealth +4 (has advantage on Stealth checks underwater)
Senses Darkvision 60 ft., Blindsense 30 ft. (underwater only)

Special Features

Amphibious Marshdweller: Grindle can breathe underwater and suffer no penalties to movement or actions in the water.


Raking Claws melee attack +4 (5 ft. reach, 1d6 slashing damage)

Needle Fangs melee attack +4 (5 ft. reach, 1d4+1 piercing damage; if the target is the grindle’s size or smaller, the target is grappled)

Gnaw The grindle can deal 1d4+1 damage piercing damage as a bonus action against a target it has grappled.


sculpture by Li Changchung

Grindle, Adult
Large beast

Armor Class 16 (tough, rubbery hide)
Hit Points 50 (8 HD)
Speed 30 ft., swim 60 ft.

Skills Athletics +8, Perception +4, Stealth +6 (has advantage on Stealth checks underwater)
Senses Darkvision 60 ft., Blindsight 60 ft. (underwater only)

Special Features

Amphibious Marshdweller: Grindle can breathe underwater and suffer no penalties to movement in the water.


Rending Claws melee attack +8 (10 ft. reach, 1d8 slashing damage, crits on natural 19 or 20)

Jagged Fangs melee attack +8 (5 ft. reach, 2d6 piercing damage and the target must succeed a Constitution saving throw or take 1d4 Strength damage)
Tail Slap melee attack +8 (10 ft. reach, 1d6 bludgeoning damage and the target must succeed a Strength saving throw or be knocked prone)


sculpture by Li Changchung

Primal Path (5E): Doomrider


Ride as One
At 3rd level, a doomrider forms a preternatural bond with the creature they ride. The mount can comprehend (but not speak) one of the languages the doomrider knows. The doomrider gains advantage on all Handle Animal checks related to their mount.

Furious Charge
When a 3rd-level doomrider uses the reckless attack ability, they can use a bonus action to move up to their speed before the attack. The doomrider must be mounted to use this ability.

Thundering Hooves
Starting at 6th level, when a doomrider is raging, their mount also gains the bonus to melee damage as shown in the “Rage Damage” column of the Barbarian table.

Rough and Ready
For a 10th-level doomrider, it costs 0 movement to mount or dismount their chosen mount. Additionally, the doomrider has advantage on Dexterity saving throws to remain mounted.

Ride or Die Friend
While a 14th-level doomrider is astride their mount, the DC of the Constitution saving throws associated with the relentless rage ability is decreased by 5.