There is no chance of me fitting everything into one post because my word count is almost the character limit, so you only get a few samples of each thing.

Spoiler: 34799 Words of Elite 5
Show
## The Vow of Silence

...

- You swear never to speak, or otherwise to perform any activity with the specific purpose of making sound.

___

Speaking through force of habit causes you to become fallen, deliberately making loud noises causes you to become forsworn, and otherwise breaking your vow causes you to become disavowed.
___
...

- You are encouraged to be true neutral in alignment and to avoid making sounds.
___
...

### Vow of Silence Spells
| Devotee Level | Spells |
|:---:|:-----------:|
| 3rd | Feather Fall, Silent Image |
| 5th | Calm Emotions, Silence |
| 9th | Feign Death, Nondetection |
| 13th | Private Sanctum, Resilient Sphere |
| 17th | Telepathic Bond, Wall of Force |

### Silent Spell
When you take this vow at 3rd level, you gain the ability to cast spells silently - devotee spells never have a verbal component for you.

### Channel Energy
When you take this vow at 3rd level, you gain the following channel energy options:

- **Mute:** As a reaction, you counter one ability which relies on sound. This doesn't counter spells with verbal components just because they have those components.
- **Shared Silent Spellcasting:** As a reaction, you modify one spell which an ally within 60 feet is about to cast so that it does not require a verbal component.


### Least Elite Spellcasting
At 3rd level, choose one of the following abilities.

##### Gravity's Bane (Elite Feather Fall)
You become elite at casting feather fall. Any of the creatures can choose what rate they fall at (so long as that rate is positive or zero) on each turn without taking any actions, and irrespective of what rate they choose, they take no damage if they land during the fall. You may choose not to give some or all of the targets this choice, in which case the spell works normally for them.

\pagebreak

##### Silent Phantom (Elite Silent Image)
You become elite at casting silent image, and the image is partially real. Things can't pass through it, so physical interaction with it doesn't reveal it as an illusion. Also, it can damage creatures who believe in it. When you use your action to direct the image, it can also make one melee spell attack dealing d10 psychic damage for each spell slot level you have earned if it successfully hits.

### Minor Elite Spellcasting
At 5th level, choose one of the following abilities:

##### Cold Blood (Elite Calm Emotions)
You are elite at casting calm emotions, and when you cast it, not only can you choose both options, but the effects are permanent (that is, you can make someone indifferent until their attitude changes naturally, or dispel any charm or fear effect entirely). Further, you can also end any emotion-based spell in the area. If the spell is higher than 2nd level, you must take a casting ability check to dispel it (see dispel magic). Finally, you can end a creature's rage if it fails the save.

##### Sound Barrier (Elite Silence)
You are elite at casting silence, and the effects are selective - that is, you can choose whether or not creatures in the area can hear and be heard, and whether or not they can cast spells with verbal components.

### Aura of Calm
From 7th level, each ally within your divine grace aura gets a bonus on stealth checks equal to your charisma modifier, and their verbal components only have to be half as loud.

### Lesser Elite Spellcasting
At 9th level, choose one of the following abilities:

##### Damnatio Memorae (Elite Nondetection)
You are elite at casting nondetection, the duration is permanent on objects or 1 week on creatures, and the target does not show up indirectly in divination spells, for example as part of an answer to a spell which allows an entity to answer your questions or in a scrying sensor that isn't aimed directly at them.

##### Vampire Ambush (Elite Feign Death)
You are elite at casting feign death, the creature has blindsight out to 10 feet, and the creature can end the effect at any time without needing any actions to do so.

### Moderate Elite Spellcasting
At 13th level, choose one of the following abilties:

##### *................................................. ................................*

**Q:** Can my character communicate by writing or sign language?
___
**A:** Yes. It's a vow of silence, not a vow of non-communication. You can't clap, though, because that creates sound - though you can clap in sign language, which looks like jazz hands!

##### Secret Base (Elite Private Sanctum)
You are elite at casting private sanctum, the casting time is only one minute for you, and when you cast it, creatures who attempt to enter without your permission must take a strength save; failure indicates that they are prevented from entering but can try to push through again each round. Also, the spell is automatically treated as though it were cast out of the highest-level slot earned, and if you actually cast it out of a higher-level slot, the benefit is doubled.

##### Telekinetic Sphere (Elite Resilient Sphere)
You are elite at casting resilient sphere, and can trap a creature of any size in it. You can choose whether the sphere is invisible, visible but transparent, opaque but translucent, or matte black. As a bonus action on your turn, you can move the sphere (and enclosed creature) up to 30 feet.

Elite spells like telekinetic sphere are difficult to defeat. Only an elite variant of a spell or ability which would normally destroy a resilient sphere can destroy a telekinetic sphere - in particular, all is dust (elite disintegrate) can destroy the telekinetic sphere.

### Silent Movements
At 15th level, your motion and action is totally inaudible. Creatures can't detect you by sound at all.

### Greater Elite Spellcasting
At 17th level, choose one of the following abilities:

##### Synæsthetic Bond
You are elite at casting telepathic bond, the spell works even onto other planes, and all affected creatures share each others' senses. This means that none of them can be surprised unless they all are. The spell's duration is one hour per level of the highest-level spell slot you have earned.

##### Wall of Void (Elite Wall of Force)
You are elite at casting wall of force, you can make either a dome or sphere with a radius up to 20 feet or a wall made of up to 20 10-ft square panels, and you can choose whether the wall is invisible, visible but transparent, opaque but translucent, or matte black.

Elite spells like wall of void are difficult to defeat. Only an elite variant of a spell or ability which would normally destroy a wall of force can destroy a wall of void - in particular, all is dust (elite disintegrate) can destroy the wall of void.

### Eternal Silence
At 20th level, you can silence a creature permanently - by killing it, of course. As an action, you reach out and touch a creature (attack bonus = your charisma modifier + your eliteness bonus). That creature must take a constitution save (DC = 8 + your charisma modifier + your eliteness bonus) or die. If they pass the save, they take true damage equal to half their maximum hit points. True damage cannot be prevented, resisted or mitigated by any means!
___
Once you use this ability, you cannot use it again until you complete a long rest.
[...]

# Explorer
# Elite Ranger
___
*"There's always somewhere else to be found, and there's always someone else to find it."*

#
Explorers are the incorrigibly curious wanderers in the wilds, adept at hunting, tracking, and fighting. They also have access to magic which helps them in their mission.
___
Every explorer has a different goal, and every explorer goes about their goal differently. Some lie in wait to hunt their prey, stalking them for hours or even days before striking. Others go for a single, fatal strike, rushing in swiftly to defeat their targets. No matter their targets or methods, an explorer is not only good at exploration, as the name suggests, but also a force to be reckoned with - indeed, a force of nature. To face an explorer who has made it their mission to track you down and kill you is at best dangerous and at worst simply foolish.


#### Hit Points
___
- **Hit Dice:** 1d10 per explorer level
- **Hit Points at 1st Level:** 10 + your constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your constitution modifier

#### Proficiencies
___
- **Armour:** Proficient in light and medium armour; capable with shields.
- **Weapons:** Proficient in all simple and martial weapons.
- **Tools:** Trained in 2. Choose from any artisan's tools, horn, herbalism kit or navigator's tools.

___
- **Saving Throws:** Master at dexterity, proficient in strength, trained in wisdom and intelligence
- **Skills:** Master in 1, proficient in 2, trained in 2. Choose from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival
___
- **Ability Scores:** Trained in any one of dexterity, strength or wisdom.
- **Initiative:** Proficient

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

- *(a)* scale mail or *(b)* leather armour
- *(a)* two shortswords or *(b)* two simple melee weapons
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
- A longbow and 20 arrows

<div style='margin-top:100px;'></div>

<div class='classTable wide'>

##### Explorer
| Level | Features | Tricks Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:
| 1st | Tricks, Wilderness Lore | 1 | — | — | — | — | —
| 2nd | Fighting Style, Quarry (+1/+1d6), Spellcasting | 2 | 2 | — | — | — | —
| 3rd | Extrasensory Perception, Hunting Technique, Least Elite Spellcasting | 3 | 3 | — | — | — | — |
| 4th | Ability Score Improvement | 4 | 3 | — | — | — | — |
| 5th | Extra Attack, Minor Elite Spellcasting | 5 | 4 | 2 | — | — | — |
| 6th | Improved Fighting Style | 6 | 4 | 2 | — | — | — |
| 7th | Ability Score Improvement, Hunting Technique Feature Quarry (+2/+2d6) | 7 | 4 | 3 | — | — | — |
| 8th | Landwalk | 8 | 4 | 3 | — | — | — |
| 9th | Lesser Elite Spellcasting | 9 | 4 | 3 | 2 | — | — |
| 10th | Hide in Plain Sight, Ability Score Improvement | 10 | 4 | 3 | 2 | — | — |
| 11th | Fighting Style Mastery, Hunting Technique Feature | 11 | 4 | 3 | 3 | — | — |
| 12th | Quarry (+3/+3d6) | 12 | 4 | 3 | 3 | — | — |
| 13th | Ability Score Improvement, Moderate Elite Spellcasting | 13 | 4 | 3 | 3 | 1 | — |
| 14th | Vanish | 14 | 4 | 3 | 3 | 1 | — |
| 15th | Hunting Technique Feature | 15 | 4 | 3 | 3 | 2 | — |
| 16th | Ability Score Improvement | 17 | 4 | 3 | 3 | 2 | — |
| 17th | Greater Elite Spellcasting, Quarry (+4/+4d6) | 19 | 4 | 3 | 3 | 3 | 1 |
| 18th | Feral Sense | 21 | 4 | 3 | 3 | 3 | 1 |
| 19th | Ability Score Improvement, Slayer | 23 | 4 | 3 | 3 | 3 | 2 |
| 20th | Death Attack | 25 | 4 | 3 | 3 | 3 | 2 |

</div>
Spoiler: 11655 words of 5e does ToB
Show
# The Crusader

Devoted knight, divine agent, instrument of vengeance, peerless fighting machine — the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause.



## Hit Points

**Hit Dice:** 1d10 per crusader level.
___
**Hit Points at 1st Level:** 10 + your Constitution modifier.
___
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifer for each crusader level after 1st.

## Proficiencies

**Armour:** All armour, shields
___
**Weapons:** Simple weapons, martial weapons
___
**Tools:** None
___
**Saving Throws:** Constitution, Charisma
___
**Skills:** Choose two from Athletics, History, Intimidation, Persuasion or Religion
___

## Equipment
You start with the following equipment, in addition to the equipment granted by your background:

- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* five javelins or *(b)* any simple melee weapon
- *(a)* a priest's pack or *(b)* an explorer's pack
- Chain mail and a holy symbol

## Class Features
As a crusader, you gain the following class features:

### Manœuvres
From 1st level, you can use a variety of special spells known as manœuvres which follow different rules to normal spells.

#### Learning Manœuvres
You begin with knowledge of five martial manœuvres. Each manœuvre can come from any of the Devoted Spirit, Stone Dragon, and White Raven lists (you can pick each manœuvre from a different list; you don't have to choose which list to use). Once you know a manœuvre, you must ready it before you can use it (see Manœuvres Readied, below). You learn additional manœuvres at higher levels, as shown on Table: The Crusader. You must meet a manœuvre’s prerequisite to learn it. See Table: The Crusader to determine the highest-level manœuvres you can learn.
<div class='wide'>

##### The Crusader
| Level | Proficiency Bonus | Features | Maneuvers Known | Maneuvers Readied | Stances Known |
|:---:|:---:|:---|:---:|:---:|:---:|
| 1st | +2 | Steely Resolve 5 | 5 (1st) | 5 (2) | 1
| 2nd | +2 | Indomitable Soul | 5 (1st) | 5 (2) | 2
| 3rd | +2 | Favoured Discipline, Steely Resolve 10 | 6 (2nd) | 5 (2) | 2
| 4th | +2 | Ability Score Improvement | 6 (2nd) | 5 (2) | 2
| 5th | +3 | Extra Attack | 7 (3rd) | 5 (2) | 2
| 6th | +3 | Smite | 7 (3rd) | 5 (2) | 2
| 7th | +3 | Steely Resolve 15 | 8 (4th) | 5 (2) | 2
| 8th | +3 | Ability Score Improvement | 8 (4th) | 5 (2) | 3
| 9th | +4 | Zealous Surge | 9 (5th) | 5 (2) | 3
| 10th | +4 | Die Hard | 9 (5th) | 6 (3) | 3
| 11th | +4 | Steely Resolve 20 | 10 (6th) | 6 (3) | 3
| 12th | +4 | Ability Score Improvement | 10 (6th) | 6 (3) | 3
| 13th | +5 | Favoured Discipline Feature | 11 (7th) | 6 (3) | 3
| 14th | +5 | Mettle | 11 (7th) | 6 (3) | 4
| 15th | +5 | Steely Resolve 25 | 12 (8th) | 6 (3) | 4
| 16th | +5 | Ability Score Improvement | 12 (8th) | 6 (3) | 4
| 17th | +6 | Favoured Discipline Feature | 13 (9th) | 6 (3) | 4
| 18th | +6 | Steely Resolve 30 | 13 (9th) | 6 (3) | 4
| 19th | +6 | Ability Score Improvement | 14 (9th) | 6 (3) | 4
| 20th | +6 | Double Strike | 14 (9th) | 7 (4) | 4
</div>

At 4th level, and every 2 levels thereafter, you can learn a single new manœuvre in place of one you already know. You can choose a new manœuvre of any level up to the maximum you can know; you need not replace the old manœuvre with another of the same level. For example, at 10th level, you could swap a manœuvre for a manœuvre of 5th level or lower, as long as you meet the prerequisite of the new manœuvre.


[...]

# The Devoted Spirit
___
*"Faith is the strength by which a shattered world shall emerge into the light"*

*— Helen Keller*
#
Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power.

## Associated Skill
##### Intimidation

## Initiating Abilities
##### Constitution, Charisma

## Favoured Discipline Powers

### Opportune Moment
When you take this favoured discipline at 3rd level, you gain the ability to take a opportunty attack once per round without using your reaction to do so.

### Aura of Thorns
Starting from 13th level, when you take damage from a melee attack, you can use your reaction to deal half as much damage back to the attacker. Apply your resistance or vulnerability to the damage, not theirs (suppose a creature who is resistant to slashing rolls 10 slashing damage against you while you're vulnerable to slashing. You take 20 damage, so the creature takes 10).

### Zeal and Fury
From 17th level, you put your weight into any attack you make while also using your force of personality to guide your weapon. The first time you hit an enemy with a melee weapon attack in a round, the attack deals extra damage equal to your constitution modifier **times** your charisma modifier.

Use the absolute value of each, to a minimum of 1 - if one of these ability scores slips below 8, this means that as your power drains away, you actually start landing stronger an stronger blows in your desperation!

##### .................................................. ..............................
**Q:** What does "Absolute value" mean?
___
**A:** The abolute value of a positive number equals that number. The absolute value of a negative number equals that number, times -1 - the absolute values of 2 and -2 are both 2.

## Manœuvres
The following manœuvres are part of the Devoted Spirit discipline. To learn one, you must know at least one other one devoted spirit manœuvre per asterisk (*) after the level.

[...]

#### Shield Block
**2nd-level Devoted Spirit**

**Initiation Time:** 1 reaction

**Range:** 5 feet

**Components:** S, M (A statuette of a shield)

**Duration:** Instantaneous
___
When an enemy attacks an adjacent ally while you wield a shield, you can initiate this manœuvre to reduce the attack roll by 4, plus your maximum manœuvre level.

#### Defensive Rebuke
**3rd-level Devoted Spirit**

**Initiation Time:** 1 bonus action

**Range:** Self

**Components:** S, M (a thorn)

**Duration:** 1 round
___
For 1 round, you gain the ability to draw the aggression of your enemies. Each enemy you hit while this manœuvre is active provokes an opportunity attack from you for every single attack they make which targets one of your allies (other than you), and these extra opportunity attacks do not use up your reaction. These enemies are aware of the consequences of attacking your allies due to this ability.

[...]
## Stances
The following stances are part of the Devoted Spirit discipline. Each one has a minimum level and a minimum number of devoted spirit manœuvres you must know to learn it, denoted by a number telling you the minimum level and a number of asterisks (*) equal to the number of devoted spirit manœuvres you must know - for example, 5** means you must know two devoted spirit manœuvres and have reached 5th level.

[...]

#### Immortal Fortitude (15***)
Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe's mighty attacks, you stand resolute on the field. So long as the potential for victory exists, you fight on.
___
While in this stance, if you take enough damage to reduce you to 0 hit points, calculate the damage you have taken beyond enough to reduce you to 0 (essentially, the number of hit points below 0 the damage would reduce you to if that were possible). Take a constitution save with a DC equal to half of that value. If you pass, you do not fall unconscious, and instead, you are reduced to 1 hit point, instead of 0.
___
Relying on this power is dangerous, however. Each time you successfully save yourself from unconsciousness with this stance, mark a single failed death save on yourself even though you are still conscious. This failed death save lasts until you leave this stance. If you really are knocked unconscious, you start rolling for further death saves as normal.
___
If you pass a third constitution save, you don't die instantly despite having three failed death saves marked on you, but you can't attempt to save yourself from unconsciouness while you have three failed death saves on you, so you will need to leave the stance and enter it again. If you are reduced to 0 hit points a fourth time, you will die outright because you have three failed death saves.
Spoiler: 493 Words of Mind Games
Show
Mind Games

A game about vying for control of a tormented mind.

You are not in control. But you could be.

You are a persona, an alter-ego, a dissociative identity state. You are one of many in a tortured mind. For whatever reason, you are in a contest of control with one or more of your other personae. The contest only ends when one of the personae gains supreme control, or each of their enemies is defeated.

In Mind Games, each player uses a deck of 30 cards, as well as one persona card, to attempt to increase their control to full or each opponent's control to nothing. The cards can generate emotional resources which are used to fuel each other's power, or directly influence the game state. You start with 50% control, 7 cards in your hand and 23 in your deck, your persona in play in your own zone, and no resources. Each card you play can grant you control or resources, or deny them to your enemies, or have a variety of other effects. In order to win the game, you must either reduce each enemy to 0% control or gain 100% control yourself. Conversely, you immediately lose if you're reduced to 0% control or an enemy gets 100% control.

Each turn, you draw a card and then play a card. Each card may have a cost, which is the number of each emotion it uses, and has a duration, which is how long it lasts, a target, which tells you who you can aim it at, and an actual effect which tells you what it does.

Cost: You need to have the correct resources to pay for the card, and you lose them in order to play it. A persona's cost entry is listed as [P] – they aren't played and don't have costs.
Duration: The number of turns that the card stays in play. {0} means that the card has an immediate effect but is then discarded immediately. {∞} means that the card stays in play until something removes it.
Target: The target symbol is divided into a lower section representing your own zone, a central section representing the centre, and a top section representing other players' zones. You can play the card into any zone shaded on the symbol. This means that (S) means that you can play the card to yourself, (C) means you can play the card to the centre, (E) means you can play the card to your enemies, (s) means that you can play the card to the centre or your enemies, (c) means you can play the card to any player but not the centre, (e) means that you can play the card to yourself or the centre, (A) means you can play the card anywhere and (a) means the card doesn't target any zone at all.
Effect: This tells you what the card actually does when played and while in play.
Spoiler: Resource, target and persona symbols for Mindgames
Show
Spoiler: 1655 words of LETHAL
Show
L.E.T.H.A.L.
Less Evil Tabletop Heroism And Love

The world's most horrible role-playing game, reborn in flames.

Abandon all hope, ye who enter here

If you have picked up this weighty tome without already figuring out what it's about, then you most likely do not have the misfortune of having encountered FATAL, which – depending on edition – stands either for “Fantasy adventure to adult lechery” or the more sanitised variant “From another time, another land.” Put simply, FATAL attempts to be a role-playing game, but its rambling, incoherent nine hundred and seventy seven page diatribe not only fails to provide a good gaming experience – or really a gaming experience at all – but is one of the vilest works of humanity ever committed to paper. [CENSORED BEYOND THIS POINT BECAUSE REALLY NOW]


=48602 words, one picture.
=195 points.
=Just over 32 times the CHALLENGE requirement.
=Just over 8 times the amount I normally do.

Okay, so once we are quite finished updating the entire Tome of Battle to 5th edition, rewriting most of the 5th edition Players' Handbook, making a card game from scratch and fixing FATAL, what are our plans?
"That's a good question! We could work on the wargame we're making..."
"Or we could restart that 100-pages-and-growing RPG that got lost when our computer crashed..."
"Or we could finish our 3.5 sourcebook!"
"For the record? I hate every last one of you."