Planetouched
Darkvision: Thanks to your supernatural ancestors, your vision is not impeded by darkened conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Immortal Blessing: Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to 0 hit points, you are instead reduced to 1 hit point. You cannot use this trait again until you have finished a long rest.
Divine Protection: You have resistance to radiant damage.
Celestial Legacy: You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.
Circusfolk
Rapid Escape: You can use the Disengage action as a bonus action.
Slapstick: You are proficient with improvised weapons, and improvised weapons you use can deal 1d6 damage rather than the damage they normally deal. You can use Dexterity instead of Strength for the attack and damage rolls of your improvised weapons.
Trickster’s Veil: You can cast disguise self once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Cultist
Ability Score Increases: +1 to Intelligence and one other ability score.
Skill Proficiencies: Religion, and either Arcana or Deception.
Languages: One of your choice.
Suggested Equipment (Cost 7 gold): Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.
Feature: Forbidden Lore. When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek — finding the book or paying the being’s price is another matter.
Adventures and Advancement: Members of your former order may be hunting you for reenlistment, punishment, or both.
Additionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.
Connection: The charismatic cultist whose honeyed words and promises first tempted you.
Memento: The sinister tattoo which occasionally speaks
to you.
Warlock
Patron Expanded Spell List: Bewilderment
Source of Inspiration: Failure. Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1.
Inspiration Feature: Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.
Fulfillment Feature: A Technique Perfected: You have achieved the apex in at least some small area
of mortal ability. Choose an ability score, combat tradition, or school of magic. Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die. Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls. School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires.