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Last Updated: July 23 , 2019 ## Credits **Lead Revisionary:** Wade Falk ([FrontB/Homebrew Barcana](https://www.reddit.com/user/FrontB)) ___ **Editoral Assistance:** Nathan Chambers, [u/HerpDerp1909](https://reddit.com/user/HerpDerp1909), & [u/RSquared](https://www.reddit.com/user/RSquared) ___ **Playtesters:** Ballisticon305, [Cherry](https://www.twitch.tv/sapphiccherry), CloudX22, Draco, Ephemral, Makyle, Nathan Chambers, James Crenshaw, Rhett, Wade Falk, [u/BardicGaming](https://www.reddit.com/user/BardicGaming), [u/pastorbasterd](https://www.reddit.com/user/pastorbasterd), & [u/TheMinions](https://www.reddit.com/user/TheMinions) ___ **Special Thanks:** To the [Unearthed Arcana Reddit](https://www.reddit.com/r/UnearthedArcana/) community that continues to make suggestions for further revisions and additions, and the GM Binder developers for provided the service for creating this compendium. ___ *Disclaimer: Content within this compendium are non-profit revisions and additions to the [Sword Coast Adventurer's Guide](http://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide), a collaboration book between Wizards of the Coast and Green Ronin Publishing, for Dungeons & Dragons 5th Edition. Please support the game and its developers by purchasing a copy of the original book.* *Any revisions or additions involving content from other Dungeons & Dragons 5th Edition books doesn't include any unchanged content.* \columnbreak ## Table of Contents
> ##### ATTENTION: > Any content from *Sword Coast Adventurer's Guide* that isn't mentioned in this compendium remains unchanged. Please view your copy of the original book for unchanged content.
> ##### Human Variant (Deep Imaskari) > Some humans originate and venture from the Underdark, i.e. the deep Imaskari. With DM approval, you can be from this ethnicity with unique traits, all of which replace the human's Ability Score Increase trait. > > ***Ability Score Increase.*** Your Intelligence score increase by 2 and Wisdom scores increases by 1. > > ***Arcane Knowledge.*** You gain proficiency in the Arcana skill. > > ***Imaskari Intrigue.*** You learn the *presdigitation* cantrip. When you reach 3rd level, you can cast the *identify* spell once per long rest using this trait. When you reach 5th level, you can also cast the *locate object* spell once per long rest using this trait. Intelligence is your spellcasting ability for these spells. > > ***Lesser Darkvision.*** You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. > > ***Extra Language.*** You can speak, read, and write Undercommon.
### Vasharan There is an ancient legend that tell of the Vashar. Those who remember the legend tend to lay silent about it; remembering the darkness involved and shame it brings. The Vashar are the first humans the deities of Faerûn created. According to this legend, upon creation, the first human was a male, and he immediately began hunting for nearby beasts. After striking down a beast with his bare hands, he made a meal out of it. The deities watched with intrigue and curiosity. The human then located the bones of the beast and fashioned a simple weapon. Immediately after, the human turned to the onlooking deities and began attacking them violently; snarling with the first words being curses and oaths of vengeance for its creation. The deities were displeased and destroyed the human. If you are to be a Vasharan, see the "Human Variant (Vasharan)" sidebar for traits. \columnbreak #### Rusurrected by Fiendish Means The legend continues to tell how the deities learned from their mistakes and created the humans we know today. Although, some fail to mention what happened to the original. A demon, rumored to be Graz'zt before being a demon lord, gathered the remains and carried them to a locate now known as the Plateau of Vashar. It resurrected the human and created a female to allow them to procreate. The fiend returned to the Abyss, cackling about what it recreated. #### Vasharan Names Vasharan naming conventions are similar to that of other humans, particularly deep Imaskari and Illuskans. > ##### Human Variant (Vasharan) > Some humans may descend from original humans, vicious and deicide driven., i.e. the Vasharans. With DM approval, you can be a human from this variant with unique traits, all of which replace the human's Ability Score Increase trait. > > ***Ability Score Increase.*** Your Strength, Intelligence, and Charisma scores increases by 1. > > ***Hatred of Deities.*** You have advantage on any Intelligence (History) and Wisdom (Religion) checks you make relating to celestials. > > ***Vile Nature.*** You learn the *chill touch* cantrip. When you reach 5th level, you can cast the *bestow curse* spell once per long rest using this trait. Intelligence is your spellcasting ability for it. > > ***Extra Language.*** You can speak, read, and write Celestial or Abyssal (your choice). ## Genasi Genasi are planetouched humanoids related to the elemental planes of Air, Earth, Fire, Water, and all those in-between. Provided below are revisions to the Air and Earth Genasi to be on pair with the Fire and Water Genasi (See pages 9 and 10 of the *[Elemental Evil Player's Companion](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)*) . ### Air Embody the element of Air unlike ever before! ***Ability Score Increase.*** You are able to act like the wind. Your Dexterity score increases by 1. ***Fleet of Foot.*** Your base walking speed increases by 5 feet. ***Unending Breath.*** You can hold your breath indefinitely while you're not incapacitated. ***Mingle with the Wind.*** You can cast the *levitate* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. ***Thunder resistance.*** You gain resistance to thunder damage.
## Half-Elves Half-Elves in Faerûn have the racial traits of those in the *Player's Handbook*, yet some variations are possible if you inherit more from your elven heritage; see the "Half-Elf Variants" sidebar. Half-drow are some of the most common conceived as a male drow mates with his human female slaves from surface raids. Second are half-wood elves from human druids or rangers holding similar values to nature.
***Alignment.*** Bullywugs gather in semi-organized communities and are extremely territorial. Their colonies ravage the nearby environments as they maintain their gluttonous gullets. They are usually neutral evil. ***Size.*** Bullwugs tend to be between 4 - 5 feet tall and average about 150 pounds. Your size is Medium. ***Speed.*** You have a base walking speed of 25 feet and swimming speed of 40 feet. ***Amphibious.*** You can breathe air and water. ***Speak with Frogs and Toads.*** Due to your nature, you can cast the *speak with animals* spell unlimited number of times with this trait, but you can target only frogs and toads with it. ***Standing Leap.*** Your long jump distance is up to 20 feet and your high jump distance is up to 10 feet with or without a running start, unless they would be more. ***Swamp Camouflage.*** You have advantage with Dexterity (Stealth) checks while in swampy terrain and foliage. ***Languages.*** You can read, write, and speak Common and Bullywug. ### Goblins (Dekanter) Dekanter goblins were artificially mutated by the Beast Lord, an Alhoon allied with the Zhentarim of the North. Their namesake comes from them primarily dwelling in the mines of Dekanter, part of the Greypeak Mountains near Anauroch. If you were mutated by the Beast Lord, see the "Goblin Variant (Dekanter)" sidebar for the traits you gain.
> ##### Goblin Variant (Dekanter) > Some goblins can become Dekanter goblins with genetic manipulation. With DM approval, you could be one of these mutated goblins. The following traits replace Ability Score Increase, Fury of the Small, Nimble Escape, and Size: > > ***Ability Score Increase.*** Your Strength score increases by 2 , and your Constitution score increases by 1. > > ***Size.*** You are mutated to be generally larger and more aggressive than standard goblins. Your size is Medium. > > ***Cold Resistance.*** You are resistant to cold damage. > > ***Rhinoceros-Like Horn.*** You bear a rhinoceros-like horn that is a natural melee weapon, which you are proficient with. When you hit with it, the target takes piercing damage equal to 1d4 + your Strength modifier. > > ***Nimble Charge.*** You can take the Dash action as a bonus action on each of your turns. ### Gnolls Gnolls are feral humanoids resembling hyenas that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Your gnoll character has the following traits: ***Ability Score Increase.*** Your Strength score increases by 2 and your Constitution score increases by 1. ***Age.*** Gnolls reach adulthood at age 4 and live up to 30 years. ***Alignment.*** Gnolls are vicious raiders, who believe that the world should be theirs. They also strangely value family and blood ties to demonic origins of Yeenoghu, the Demon Prince of Gnolls. They are usually chaotic evil. ***Size.*** Gnolls usually stand between 6 to 7 ½ feet tall but often hunched over, and they weight between 280 - 320 pounds. Your size is Medium. ***Speed.*** You have a base walking speed of 30 feet. ***Bite.*** Your fanged maw is a natural weapon, which you are proficient with and can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Rampage.*** When you reduce a creature to 0 hit points with a melee attack, you may use your bonus action on that turn to move up to half your speed and make one melee attack. ***Gnoll Weapon Training.*** You have proficiency with the flail, spear, and shortbow. ***Darkvision.*** You have darkvision of a radius of 60 feet. ***Languages.*** You know how to speak, read, and write Common and Gnoll. ### Koalinth Koalinth are amphibious goblinoids that live in the Inner Sea of Faerûn. They are akin to hobgoblins in terms of martial prowess and society. Similar to sahuagin, they are known for their ferocity and hatred towards sea elves. Although, they will equally combat with sahuagin as they would elves alongside merfolks and tritons. ***Ability Score Increase.*** Your Strength, Dexterity, and Intelligence scores increases by 1. ***Age.*** Koalinth mature at the same rate as humans and have lifespans similar in length to theirs. ***Alignment.*** Koalinth society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil. Forgoing this code can lead to one's death. ***Size.*** Koalinth are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and your base swimming speed is 20 feet. ***Amphibious.*** You can breathe air and water. ***Darkvision.*** 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 can't discern color in darkness, only shades of gray. ***Martial Advantage.*** You can choose deal an extra 2d6 damage to a creature you hit with a weapon attack as long as that creature is within 5 feet of an ally that isn’t incapacitated. You can use this trait only once per combat. ***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your Armor Class is 13 + your Dexterity modifier. You can use your natural armor to determine your Armor Class if the armor you wear would leave you with a lower Armor Class. A shield's benefits apply as normal while you use your natural armor. ***Languages.*** You can speak, read, and write Common and Goblin.
> ##### Optional Rule: Overrun > If your DM allows the Overrun option from page 272 of the *Dungeon Master's Guide,* the following Battlerager features also provide these benefits: > * ***Battlerager Armor***. While you are wearing spiked armor, any successfully Overrun checks you make causes the opposing creature to take damage from your spiked armor. > * ***Battlerager Charge***. While raging, you gain one free use of Overrun when you use the Dash action.
the light and serve as a basis for dreams to occur. The gods of this domain are often associated with trickery, as enveloping shadows and shady tactics tend to go hand-in-hand. Throughout the Realms, deities of this domain include Mask and Shar, as well as Lolth of the drow pantheon. In other worlds, this domain includes Arawn, Czernobog, Hades, Hel, and Set; Morgion and Takhisis of Krynn; and Tharizdun and Vecna of Greyhawk. The Darkness Domain comes from [Mike Mearls' playable mockup he shared on his Twitter](https://twitter.com/mikemearls/status/1015752965213204480?lang=en). It was created to provide further options for the players in his games as DM, and the version he shared was rather unbalanced for general usage. ##### Darkness Domain Features | Cleric Level | Features | |:--------:|:------------------------:| | 1st | Domain Spells, Acolyte of Night, Blind Image | | 2nd | Channel Divinity: Blackout | | 6th | Improved Blind Image | | 8th | Potent Cantrip | | 17th | Soul of Darkness | #### Domain Spells You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Darkness Domain Spells | Cleric level | Spells | |:---: | :---:| | 1st | *hex, sleep* | | 3rd | *blindness/deafness, darkness* | | 5th | *fear, nondetection* | | 7th | *Evard's black tentacles, shadow of moil* | | 9th | *dream, wall of force* | #### Acolyte of Night When you choose this domain at 1st level, you learn the *chill touch* cantrip as a cleric cantrip. In addition, you gain darkvision with a range of 60 feet. If you already have darkvision, the range increases by 30 feet. #### Blind Image Starting at 1st level, as an action, you evade the sight of one creature you can see within 60 feet of you. The target must make on a Wisdom saving throw versus your spell save DC, or that creature can't see you until the end of your next turn, as if you were affected by the *invisibility* spell. If you attack or cast a spell during this time, the effect ends immediately. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) . You regain all expended uses when you finish a long rest. #### Channel Divinity: Blackout When you reach 2nd level, you can use your Channel Divinity to harness darkness, banishing both light and potentially darkvision. As an action, you present your holy symbol, and any magical and nonmagical light within 30 feet of you is dispelled. Additionally, each creature you choose within 30 feet of you must make a Wisdom saving throw or lose their
darkvision for 1 minute. Each creature can repeat the save at the end of each of their turns. #### Improved Blind Image Starting at 6th level, you can use your Blind Image on another creature that you can see within 30 feet of you. When you do so, you still choose a creature within 60 feet of you to make the Wisdom saving throw. #### Potent Cantrip Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Soul of Darkness Starting at 17th level, you gain strength from darkness. As a bonus action, you can fade into the shadows. You regain hit points equal to your cleric level, and you gain the following benefits for 1 minute: * You gain resistance to all damage, except radiant damage. * You can see through magical darkness as through it were dim light. * While in dim light or darkness, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. Once you used this feature, you cannot do so again until you finish a long rest. ## Martial Archetype Fighters in the Forgotten Realms come in many forms. One key option, in addition to those in the *Player's Handbook,* is being a Purple Dragon Knight from Cormyr. Although, a Banneret would prove an equal title for those who aren't part of Cormyrean Knighthood or reside in other realms. ### Purple Dragon Knight Purple Dragon Knight allows for you to be the supportive knight or banneret that is both charismatic and inspiring that the original intended to be. Purple Dragon Knights are tied to a specific order of the Cormyrean Knighthood. **Banneret** serves as the generic name for this martial archetype in other campaign settings or modelling other warlords of Faerûn. ##### Purple Dragon Knight Features | Fighter Level | Features | |:--------:|:------------------------:| | 3rd | Bonus Proficiency, Banner, Rallying Cry | | 6th | Royal Envoy | | 10th | Inspiring Act, Lead the Charge | | 15th | Bulwark | #### Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice. \columnbreak #### Banner At 3rd level, you can craft a banner, or use an existing one, to represent your order. It can be held in one hand and weighs 6 pounds. Furling or unfurling the banner requires an action. While your banner is unfurled and you are not incapacitated, you and all allies within 10 feet of you gain a +1 bonus on Intelligence, Wisdom, and Charisma saving throws, provided they can see your banner. If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials over the course of an hour or a short rest. The banner's unfurled bonus increases by 1 and its range increases by 10 feet at 7th and 18th level. #### Rallying Cry Starting at 3rd level, when you use your Second Wind feature, you can choose a number of non-hostile creatures up to your Charisma modifier (minimum of 1) within 60 feet of you that can see or hear you. Each one gains temporary hit points equal to your fighter level for 1 minute. If you are holding your banner while using this ability, it is unfurled, and you aren't incapacitated, each one of those allies within the banner's range gains additional temporary hit points equal to your Charisma modifier (minimum of +1) . #### Royal Envoy Starting at 7th level, your discipline and attention to detail in social situations causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice) . In addition, you learn two languages of your choice. #### Inspiring Act Starting at 10th level, whenever you use your Action Surge feature or score a critical hit with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier (minimum of 1) that last for 1 minute. It can also use its reaction to immediately make one weapon attack or cast a cantrip with a casting time of 1 action. The range, number of allied creatures you can target, and number of temporary hit points they gain are doubled at 18th level. #### Lead the Charge Beginning at 10th level, if your banner is unfurled, you and all allies within the banner's range gain a bonus to initiative rolls equal to your banner's unfurled bonus. #### Bulwark Starting at 15th level, whenever you use your Indomitable feature to reroll a saving throw and you aren’t incapacitated, you can immediately choose one allied creature within 30 feet of you that can see or hear you that failed the same effect. Both you and that creature reroll the saving throw and must use the new rolls.
## Otherwordly Patrons Death is prevelant in the Forgotten Realms. There are two ways to accept this fact. Either one embraces the natural order of things or tries to prevents it with undeath through some necromantic means. Warlocks have the following Otherworldly Patron options, in addition to those in the *Player's Handbook.* ### Raven Queen The Raven Queen is a mysterious elven being that rules the Shadowfell from her palace of ice. She views the realm with anticipation of each creature’s death to ensure its end the proscribed time and place alongside the wouldbe power gained for it. Her ability to reach into the Material Plane is limited, yet she has influenced its inhabitants to become clerics and warlocks to serve her and enforce her will. Warlocks of the Raven Queen often receive visions and whispers from their patron in their dreams and meditations, sending them on quests and warning them of impending dangers. Those who worship her are said to serve her in death within her realm. Until that fated day, her servants must address her concerns. She hates intelligent undead and will not stand for those who seek to cheat dead through undeath or other forms of immortality. The mindless undead are minor nuisances at best, yet their true death would please her all the more. Orcus seems to be one of her greatest concerns. The Raven Queen patron comes from the *[Unearthed Arcana: Warlock & Wizard](http://media.wizards.com/2017/dnd/downloads/20170213_wizrd_wrlck_uav2_i48nf.pdf)* article. **The Eldritch Invocations options related to it are unchanged.** ##### Raven Queen Features | Warlock Level | Features | |:--------:|:------------------------:| | 1st | Expanded Spell List, Sentinel Raven, Sorrowbound | | 6th | Queen's Death Warrant, Soul of the Raven | | 10th | Raven's Blessed Ward | | 14th | Queen's Right Hand | #### Expanded Spell list Blessed by the Raven Queen, she lets you choose from an expanded list of spells to learn as warlock spells. ##### Raven Queen Expanded Spells | Spell level | Spells | |:---: | :---:| | 1st | *false life, sanctuary* | | 2nd | *gentle repose, spiritual weapon* | | 3rd | *feign death, speak with dead* | | 4th | *ice storm, locate creature* | | 5th | *commune, cone of cold* | #### Sentinel Raven Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. You gain a raven familiar as per the purpose and effects of the *find familiar* spell, but you cannot dismiss it forever. Its maximum hit points are equal to your warlock level x 3 , and it gains resistance to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. While the raven is perched on your shoulder, you gain a bonus to Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1) , and hostile creatures have disadvantage on any attacks or harmful effects that only target the raven. The raven doesn't require sleep. While it is within 100 feet of you, using its bonus action, it can awaken you from sleep. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. If your raven is slain by a creature, you gain advantage on all attack rolls against the killer until your next long rest. At the end of a short or long rest, you can call the raven back to you (no matter where it is or whether it died) , and it reappears within 5 feet of you from a nearby shadow. If you later get the Pact of the Chain feature, your raven deals cold damage with its attacks, and you gain a second raven familiar to command. If you conjure a different familiar other than a raven, you lose both raven familiars in favor of the new familiar. In combat, both ravens use the same initiative and act on the same turn. Both ravens reappear if you call them back at end of a short or long rest. If you have both ravens perched on your shoulders, the benefits they grant do not stack. #### Sorrowbound Starting at 1st level, you learn the *chill touch* cantrip, and you gain darkvision with a range of 30 feet unless you already have a form of darkvision. While your raven is perched on your shoulder, the range of your darkvision increases by an additional 30 feet. #### Queen’s Death Warrant Starting at 6th level, the Raven Queen trust you are capable of hunting the undead and imbues you with knowledge to do so. You can add your Charisma modifier to Intelligence (History) checks to recall information about undead. In addition, when your raven is perched on your shoulder, you gain a bonus to Wisdom (Survival) checks to track undead creatures equal to your Charisma modifier (minimum of +1) .
current feedback on this revision, I realized the true potential of this feature. Since Dexterity proves useful to this arcane tradition in addition to Intelligence, I understand how replacing more of the need for Dexterity would be undermining it due to how it's presented in both features and lore. Furthermore, with the current revisions, the later levels are supported more than before, so it doesn't need to change. ### Darkness Domain Unlike the other revisions, Darkness Domain comes from [Mike Mearls' Twitter](https://twitter.com/mikemearls/status/1015752965213204480?lang=en) to share some of the options he allows within his playgroup. Aside from the balance issues, this divine domain did appear in previous editions of this campaign setting, so I thought it would pair nicely with Arcana domain, which is unchanged. Keep in mind that I tried to maintain differences between both Light Domain for clerics and Shadow Magic for sorcerers to not step on their toes. At 1st level, the Domain Spell options were also right, but I granted them ones from previous editions to honor their memory. Then, Child of Night didn't provide much for darkvision in any regard, so the increase and benefit for people with darkvision helps out both types of races. Lastly, I removed Shield of Ineffable Darkness since it is too similar to Light Domain. In return, I added Blind Image to maintain the theme of being unseen without going overboard. This also plays into the Channel Divinity that was removed as well to become a sort of spiritual successor of the two. The main issue with the Channel Divinity is the lack of similarity to Light Domain's Radiance of the Dawn alongside its overpowered benefits. Thus, the Blackout feature was created to capture the darkness opposing the light alongside something entirely unique. It is more of a test, but nullifying creatures' darkvision provided gravity to the Channel Divinity alongside snuffing out and dispelling all forms of light with the area. A true darkness without going overboard with see-through magical darkness. Well, the 6th-level feature needed to change to account for removing its related 1st-level feature. In its place, an improved version of Blind Image that can be used on allies is enticing the supporting role of a cleric. It allows for the cleric to still be stealthy and dark, but your allies can be too! Perhaps, they could be converted to your deity someday. The 8th-level benefits are unchanged as Potent Cantrip, a.k.a. Potent Spellcasting , fits perfectly here and doesn't grant Divine Strike to avoiding issues with Trickery Domain. Finally, the 17th-level feature is great; however, more could be done here. I decided to further the theme of using darkness to your advantage, so Soul of Darkness greatly increases your darkness-related benefits. Yes, the radiant damage not being included is a bummer, but it provides an out for the DM that is thematic. Furthermore, being able to see through magical darkness like dim light to restrict it to darkvision range, and you can teleport similar to Way of the Shadow monks in areas of dim light or darkness. Although, Way of the Shadow monks can perform it more frequently to avoid being a problem between the two. Overall, it is a fun-yet-balanced option for clerics that pairs well with Trickery Domain clerics and other shadow-themed options.
so the additional attacks are increase for unarmed strikes made with it. The concern about multiclassing into Monk is lessened by having a max damage die of a d6 with 14 levels in Barbarian. Altogether, Tiger is now a viable totem spirit option. It captures this niche role, and it proves great when mixing alongside other totem spirit options. ### Purple Dragon Knight (Banneret) With the release of *Xanathar's Guide to Everything,* it proved Cavalier would be the better option for a supportive fighter alongside the existing Battle Master in the *Player's Handbook.* It's unfortunate then, this martial archetype in the original book conveyed a supportive fighter option that uses Charisma without delving fully into it. This revision goes headfirst into that concept, a Charisma-based fighter that rallies their allies. For 3rd level, most martial archetypes provide two, and usually key, features to represent themselves. Purple Dragon Knight/Banneret only had one, Rallying Cry. Additionally, a constant benefit would prove enticing instead of relying only on modifying class features that every fighter gets. Thus, I created the Banner feature to give the Banneret . . . a banner. It is similar to a paladin's aura, yet relies on the Banner being unfurled (unraveled and open) . Returning to Rallying Cry, to have it be Charisma-based rebalances the feature to have the fighter focus on improving their Charisma score in addition to their other ability scores like how Eldritch Knight has to focus on their Intelligence score. The temporary hit point benefit solves the original issue with the feature on how it relied on your allies being damaged to heal them. The conversion to temporary hit points takes from the Rally maneuver and Inspiring Leader feat ideas alongside the new Banner feature to empower it. The last thing I added to 3rd level was a Bonus Proficiency feature to coincide with similar martial archetypes like Cavalier and Samurai. I based the skill options from Royal Envoy's skill options. Royal Envoy is a decent 7th-level feature, yet an envoy serves to be a diplomatic messenger. I also needed to make up for the Bonus Proficiency feature added, so the proficiency in Charisma saving throws is solid to maintain control in social encounters and mind-affecting spells. The language barriers are lessen with two language fluencies without overpowering the feature with more skill proficiencies or advantage/bonus on Charisma (Persuasion) checks. Inspiring Surge, now called "Inspiring Act," was the main issue with reaching 10th level. It was a slightly better Commander's Strike maneuver that was severely infrequent (Banneret's 1/rest vs. Battle Master's 3 or more/rest) . Improving the benefit with more occurrences and a temporary hit point benefit proves best. The temporary hit point is similar to the Rally maneuver, and the truly inspiring critical hit benefit reflects the excitement in real life when a natural 20 is rolled. Lead the Charge furthers the lacking later features of this archetype (no 18th-level feature) that reinforces the rallying effects of your Banner. Bulwark was an odd feature when it is initially described alongside be the final one. The concept was clear, yet how often would you use this feature? Intelligence is the least common ability saving throw to occur, Charisma saving throw fails are very rare for this archetype, and the Wisdom save reroll is the only one that proves worthwhile. Thus, I opened it up to all ability scores. When you hear someone tell
**Last Update:** July 23, 2019 ### Version 1.7 (Races Abound) * Created a "Printer Friendly" version. * Added Jerren halflings and Snow elves as a playable subraces. * Added Deep Imaskari and Vasharan human variants. * Added Shades as a playable uncommon race. * Added Revisions to Genasi (Air and Earth) to put them on pair with Genasi (Fire and Water) . * Added Bullywugs, Gnolls, Koalinth, Kuo-Toa, and Xvarts as a playable monstrous races. * Added and rebalanced Kobolds and Orcs monstrous races. * Added racial feat options for half-dwarves, shades, and monstrous races. * Rebalanced Dwarf (Urdunnir) and Elf (Avariel) . * Expanded lore details of half-dwarves. * Expanded preface for updates made. * **Hotfix (07/23/2019):** Reworded some sections based on [u/Bucktabulous](https://www.reddit.com/user/Bucktabulous/) and [u/Nephisimian](https://www.reddit.com/user/Nephisimian) suggestions. ##### Darkness Domain * Added Blind Image at 1st level. * Added Channel Divinity: Blackout at 2nd level. * Added Improved Blind Image at 6th level. * Modified Domain spells to mirror spells granted by this divine domain from previous editions. * Tweaked Child of Night to benefit players with darkvision and renamed to "Acolyte of Night" for thematic purposes. * Tweaked Soul of Darkness to have 1/long rest cooldown. * Renamed Potent Cantrip to "Potent Spellcasting." * Removed Channel Divinity: Shadow Spawn, Hungry Darkness, and Shield of Ineffable Darkness. ##### Raven Queen * Added frightened effect to Queen's Right Hand. * Modified Queen's Death Warrant to be more ribbon-like as intended. * Modified Raven's Blessed Ward to scale to 14th level. * Tweaked Sentinel Raven to always have resistances and cold damage attacks. * Condensed Soul of the Raven's wording. ### Version 1.6 (All the little things) * **Hotfix (05/07/2019):** Rebalanced Half-Dwarf Variant (Mountain Dwarf) , Half-Elf Variant (Eladrin and Shadar-Kai) , and Undying based on [u/Nephisimian](https://www.reddit.com/user/Nephisimian) suggestions. * **Hotfix (05/06/2019):** Fixed grammatical errors, updated Lythari and Star elves, and modified Banner based on [u/RSquared](https://www.reddit.com/user/RSquared) suggestions. * Purple Dragon Knight's Banner unfurled bonus applies to all mental saves. * Added "Racial Feats" chapter. * Revised Draconic Wings for Dragonborn. * Moved Dumathoin's Blessing feat to this section. * Added Half-Dwarves as a playable uncommon race. * Added Eladrin and Shadar-Kai descent options for Half-Elf. In addition, there is now an Extra Language option for Avariel Descent and Sea Elf Descent. * Added Monstrous Races section to chapter 1. * Added Features tables for each revised subclass. * Added 'Raven Queen' patron to Designer Notes section. * Updated 'Purple Dragon Knight' notes in Designer Notes. * Preface now mentions *Elemental Evil's Player Companion* options. ##### Bladesinger * Proficient weapons can be used as spellcasting foci for wizard spells. * Tweaked Song of Celerity to include a persistent benefit. ##### Purple Dragon Knight * Added Bonus Proficiency at 3rd level. * Restructured Banner and its benefits throughout features. * Changed Royal Envoy to give Charisma save proficiency and two language fluencies instead. * Simplified Rallying Cry to give allies temporary hit points. * Lead the Charge now grants bonus to all allies within Banner's range. * Removed needless flavor restriction to mention Banneret being the generic name in its description. ##### Raven Queen * Added Sorrowbound at 1st level. * Added Queen's Death Warrant at 6th level. * Sentinel Raven considers Pact of Chain benefits, and the raven's defenses have been rebalanced for Soul of the Raven. * Soul of the Raven now prevents a permanent raven form (RAW mistake in UA article version) . * Raven's Shield grants supportive benefits for allies. * Queen's Right Hand now prevents undead creatures being created from the spell (Raven Queen hates undead) . * Renamed Raven's Shield to "Raven's Blessed Ward" for thematic purposes. ### Version 1.5 (Race Revisions) * Added "Contents" title to Table of Contents. * Added "Races of the Realm" chapter for revisions. * Added some subraces for dwarves and elves from previous editions. * Changed and updated Half-Elf Variant options. * Moved subclass revisions to "Class Options" chapter. ### Version 1.4 (Updates) * Updated Designer Notes section to reflect changes. ##### Battlerager * Battlerager Armor includes conditions for magical armor. ##### Bladesinger * Removed Hit Point Increase to Training in War and Song. * Reduced Bladesong use increase to only 14th level.