seen from China

seen from Italy

seen from Türkiye

seen from Hong Kong SAR China

seen from Italy

seen from Japan
seen from Türkiye

seen from Russia
seen from United States
seen from Türkiye

seen from Japan
seen from Japan

seen from Malaysia

seen from Japan
seen from Türkiye

seen from United States
seen from China

seen from Italy

seen from Greece

seen from Japan
Get ready, Guardian. Now it's getting serious.
-Talyn
Monk Week: New Monastic Traditions
image source: Complete Psionic D&D 3.5e supplement
Way of the Zerth Cenobite
The Zerth Cenobite is a student of time and the body’s movement through it. For the Cenobite, time has become simply another dimension to move through. The teachings of the Zerthin style have been passed down through Githzerai monks from deep within the plane of Limbo. A useful subclass for a creative player that rewards forward thinking. It is a great for Banishing the biggest threat in an encounter to make it easier on the rest of the team. It is also a near-impossible class to kill with its ability to become temporarily invulnerable or step forward in time to evade danger on top of a monk’s regular tendency to skirt death.
Temporal Strike: At third level, you gain the ability to hit enemies forward in time a number of rounds equal to your monk level when you hit an enemy with an unarmed strike. The creature must make a WIS saving throw to resist the effect. If the effect is resisted, the creature is only moved forward in time by one round. Once you use this ability, it cannot be used again until you finish a short rest to meditate on the passage of time.
Future Sight: At third level, you may spend 1 Ki Point to cast Augury as the spell.
Timeless Step: At sixth level, you are able to step forward in time any number of rounds up to your Monk level using an action. To the rest of the world, you have effectively disappeared in a soft flash of light, ceasing to exist until you return. You return at the start of the round, without any changes to your status from the moment you used the ability. You can use this ability once per short rest.
Temporal Acceleration: At eleventh level, you may spend 1 Ki point to accelerate your timeframe for one round, gaining an extra action and doubling your movement speed for that round. Once you use this ability, you may not use it again until you complete a long rest.
Temporal Distillation: At seventeenth level, you can emerge from mortal peril unscathed by entering an alternate timeline where no harm has befallen you. At the start of any round (regardless of any and all status conditions affecting you), you may use this ability to return to your state at the beginning of the previous round. Any status conditions, changes to your hit point values, spells cast upon you, or movement taken or imposed upon you since the start of your last turn is removed. This does not change the results of any rolls or uses of abilities since the last round, just your bodily status and position since the last round. No other creatures are affected by this ability. Once this ability is used, it cannot be used again until you finish a long rest.
image source: Genji (Overwatch)
Way of the Bladestorm
The bladestorm disciple is a monk that has trained to optimize a stealthy and deadly weapon: the shuriken. They work in shadows, attacking from stealth to take down their foes with a cloud of metal shuriken before they have realized what’s happened. For the purposes of this class, a shuriken has the statistics of a Dart.
Fighter Week: New Martial Archetypes
Vigilante
A fighter who combs the underbelly of the city for criminals. The goal of this archetype is to literally be Batman and I am not even ashamed to say it. Striking fear into enemies, smoke grenades, bolas, flurry of blows, good at being a detective, bonus damage to the guilty, it’s all here.
image credit: Greg Capullo
Unsung Hero: At 3rd level, the Vigilante has learned a repertoire of abilities for dealing with criminal scum single-handedly and from the shadows of back-alleys. The Vigilante gains 3 action points that replenish after completing a short rest. At level 10, your maximum action point reserve increases to 5. At level 15, it increases to 7. You can expend one or more action points to perform one of the following feats:
Druid Week: New Druid Circles
image credit: parallelodrome
Circle of Blight
A Circle of Blight druid is a mockery of other druidic orders. They believe only in the death of all nature and life. Perhaps they were abandoned by nature or spurned by their gods, but they have turned against protecting nature and now seek its end. They leave a swath of burned and spoiled land.
//While making this class it originally felt very flavorful but very situational, so I ended up giving them Animate Dead Animals at 6th level in addition to speaking to them. If you have access to dead animals (perhaps by seeking them out and killing them) you can have consistent team of four undead animals. The once-per-day requirement prevents you from ever becoming as competent a necromancer as other classes that can cast Animate Dead, but you have some minions. Darkseed is usually useless, Deforestation is more of a crutch than a power, Undead Wild Shape is situationally useful, and Plague is more for story or intimidation than combat, so the druid’s main abilities are having a more powerful Blight spell and undead servants. Fair enough. WOuld make a great villain, though!
Deforestation: Beginning at 2nd level, you must absorb life force from the surrounding landscape to fuel your spells. All plantlife in a 25 ft. radius per druid level ceases to absorb sustenance and withers into dry, brown husks within 24 hours. This ability can be used once per day, and you cannot cast non-cantrip spells if you have not used this ability within 24 hours.
Undead Wild Shape: Beginning at 2nd level, when you use Wild Shape to transform into an animal you instead transform into a zombie or skeleton version of that animal. Your type becomes Undead and you are immune to poison damage, the poisoned condition, the charmed condition, and exhaustion.
Darkseed: At 2nd level, you can implant a necrotic seed into a plant or plant creature, dealing one damage to it every hour. This usually kills tiny inanimate plants after one hour but can take days to kill bushes, trees, or plant creatures. You can use this ability at will.
Speak with Dead Animals: Beginning at 6th level, you can cast Speak with Dead on a dead animal. You can understand the animal’s speech. You cannot use this ability again until you finish a long rest.
Animate Dead Animal: Beginning at 6th level, you may target up to four skeletons or corpses of dead animals (or on skeletons or zombies which you wish to reassert your control of) and cast Animate Dead on them once per day.
Blight: At 10th level you are always considered to have the Blight spell prepared. When you cast the Blight spell, it deals a bonus 1d8 damage in addition to any increased damage from higher level spell slots.
Plague: Beginning at 14th level, once per long rest, you can summon a plague of your choice.
Plague of Vermin: You summon 3d4 swarms of bats, rats, or ravens, or 2d4 swarms of insects, rot grubs, or quippers that attack all creatures they encounter in a 1 mile radius (except for the druid). They last until destroyed.
Plague of Disease: You infect all creatures you designate in a 5 mile radius as if with the Contagion spell.
Plague of Blight: You destroy all plantlife in a 5 mile radius and all water in the area becomes foul and brackish. No plantlife can grow there ever again unless a Hallow spell is cast at the location for 7 days in a row.
Plague of Darkness: You cause dark, stormy clouds to block out the sun in a 10 mile radius, shrouding the area in pitch darkness for 7 days.
image credit: Vance Kovacs
Circle of Ruin
This druid circle is one that abhors civilization of all kinds. Nature was not meant to be disturbed; not meant to be forged to the will of mortals. The Circle of Ruin druid attempts to undo what mankind has done, destroying buildings, destroying objects, and sowing chaos wherever they go. They have the power to inspire savagery in otherwise civilized people with Crown of Madness and Confusion added to their repertoire of spells. They are resistant against charm spells that would force them to follow orders and law.
//This class took a bit from the Circle of the Land druid by having additional spells, but I restricted what cantrip you had to choose and didn’t give them Natural Recovery so they have less spells per day. Nature’s Vengeance is like Conjure Elemental but for plants, and half as powerful, so I thought it would be fair. Their key ability is Nature’s Reclaim as it makes this druid a pivotal addition to an adventuring party as they can circumvent a variety of obstacles in a man-made dungeon, which is why I only allowed it every short rest.
Nature’s Reclaim: Beginning at level 2, you may destroy up to a 10 ft. cube of inanimate, nonmagical material. The target must be synthetic, manufactured, or otherwise unnatural. For instance, you can destroy a section of a dungeon or castle stone wall, but not burrow into a stone mountain. You cannot use this ability again until you finish a short rest.
Thunderclap: Beginning at level 2, gain Thunderclap (Elemental Evil) as a cantrip.
Circle Spells: At 3rd, 5th, 7th, and 9th levels you gain access to new druid spells that you always have prepared to aid you in the upset of civilization:
3rd level: Crown of Madness, Shatter
5th level: Erupting Earth (Elemental Evil), Plant Growth
7th level: Confusion, Freedom of Movement
9th level: Destructive Wave, Conjure Elemental
Nature’s Vengeance: Beginning at 6th level, when you destroy an object with Nature’s Reclaim, you may also summon 1 Vine Blight, 2 Needle Blights, or 4 Twig Blights which obey your mental commands for up to 1 hour.
Spurn Law: Beginning at 10th level, you can’t be charmed by spells.
Beginning at 14th level, you may cast Earthquake, but only to target a Structure. Once you use this ability, it can’t be used again until you finish a long rest.
image credit: Matt Cavotta
Circle of the Beastlord
The Circle of the Beastlord druid cannot wild shape, but instead gains an animal companion to aid them in battle. They form a strong bond with their companion, even taking on new abilities based on their companion. When the druid is worse for wear, their companion enters a barbarian-like rage, resisting damage and dishing out more damage with every attack. The druid even learns to befriend other animals they encounter with their natural affinity for beasts.
//Taking away the druid’s Wild Shape undermines a lot of the druid’s versatility. This class is therefore more oriented towards combat. The companion effectively gives you an additional attack, and your choice of companion and their relative totem power usually grants some sort of either minor combat or utility bonus to make up for the lack of Wild Shape. You don’t dish out as much sustained damage as a ranger, but you can still cast far more spells than a ranger. If the class feels too underpowered (I don’t think it will) I would give them one use of Wild Shape per long rest instead of their Totem Power at 2nd level.
Animal Companion: At 2nd level, you gain an animal companion at the expense of your Wild Shape class feature. You learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You may select a companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. The companion has an Intelligence of 4 or it’s current INT score (whichever is higher) and can communicate telepathically with the Druid. This ability otherwise functions like that of the Unearthed Arcana Revised Ranger’s Animal Companion and Companion’s Bond abilities.
Totem Power: Beginning at 2nd level, you gain an ability based on your chosen animal companion.
Ape: You count as a large creature when determining your maximum carrying capacity.
Black Bear: Your maximum hit point pool increases by 5+your level.
Boar: You deal an extra 1d6 damage when you travel at least 20 feet before hitting with a melee attack.
Giant Badger: You gain resistance to poison damage.
Giant Weasel: You add a bonus equal to your proficiency modifier to Deception checks. This does not stack with the Expertise class feature.
Mule: You gain advantage on STR and DEX saving throws against effects that would knock you prone.
Panther: You add a bonus equal to your proficiency modifier to Stealth checks. This does not stack with the Expertise class feature.
Wolf: You have advantage on Shove attempts.
Animal Affinity: Beginning at 6th level, you may cast Animal Friendship. When you use this ability, you can’t use it again until you finish a short rest.
Blood Bond: Beginning at 10th level, you and your companion share an even greater bond. Whenever you cast a spell with you as the only target, you may also target your animal companion. In addition, whenever you fall to less than half of your maximum hit points, your companion’s damage increases by 3 and they gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Greater Totem Power: Beginning at 14th level, you gain another ability based on your chosen animal companion.
Ape: You gain a Climb speed of 40 ft.
Black Bear: You may use a bonus action on your turn to make an extra melee attack against a creature within 5 ft.
Boar: When your hit points are reduced to 0, your hit points are reduced to 10 instead. You cannot use this ability again until you finish a short or long rest.
Giant Badger: You gain a burrow speed equal to your movement speed.
Giant Weasel: You can force a creature that succeeded at a saving throw against one of your spells to reroll their save and take the new result. You cannot use this ability again until you finish a long rest.
Mule: When you travel at least 20 ft. before making a melee attack, your attack deals a bonus 1d6 damage and knocks the target prone if they are Medium or smaller.
Panther: When you hit with an attack roll against a creature for the first time each turn, if you had advantage on the attack roll, add 2d6 to the damage roll.
Wolf: You gain advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
An ancient evil has returned to Baldur's Gate, intent on devouring it from the inside out. The fate of Faerûn lies in your hands. Alone, you
Community Update #30 - Photo Mode, Cross-Play, and New Subclasses Arriving Next Year!
Even though I’m a Warlock main I’m looking forward to the Hunter Stasis subclass the most honestly. Not complaining because I’ve been wanting to hop back on my Hunter for a while now 😁