A Song of Ice and Fire
The lore for the following subclass options is obviously based on Westeros and the other places and cultures of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.
Some of the subclasses are wholly unique while some are built on the chassis of other subclasses (e.g. College of the Citadel follows closely to the College of Lore) or are merely an amalgam of a couple subclasses (e.g. Faceless Man is a combination of the Rogue: Assassin and Bard: College of Whispers).
Artificer
Wisdom
Wisdoms are pyromancers of the Alchemist's Guild. The guild was once very powerful and influential due to its stores of secret knowledge, the most valuable of which is the ability to produce wildfire. Called "the substance" by Wisdoms, wildfire is a murky green, volatile liquid that combusts into a vibrant green, long-burning conflagration. Only dragonflame, or perhaps the summer sun, burns hotter than it. Much care and learning is required to properly create and handle it.
Tool Proficiency
3rd-level Wisdom feature
You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Wisdom Spells
3rd-level Wisdom feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Wisdom Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Wisdom Spells
Artificer Level | Spell |
---|---|
3rd | burning hands, faerie fire |
5th | flaming sphere, suggestion |
9th | fireball, glyph of warding |
13th | Mordenkainen's private sanctum, wall of fire |
17th | conjure elemental, immolationEE |
Variant: Alternative Spells
For players who do not have access to Elemental Evil Player's Companion, the wisdom spell immolation can be replaced with flamestrike.
Verdant Blaze
3rd-level Wisdom feature
You learn the green-flame blade cantrip, and it doesn’t count against your number of cantrips known. The spell's description can be found in the Sword Coast Adventurer's Guide. When you cast the spell, it's range is 120 feet, you can make a ranged attack with a weapon or alchemist's fire instead of a melee attack with a weapon, and the green fire leaps from the target to a different creature of your choice you can see within 10 feet of it.
In addition, when making attacks with alchemist's fire, you add your proficiency bonus and may use your Intelligence modifier for the attack roll. Also, as an action, you may expend spell slots to create alchemist's fire without needing raw materials. You create one flask's worth of alchemist's fire for each level of spell slot expended, and alchemist's fire created this way burns green.
Pyromancer
5th-level Wisdom feature
You enhance the fire of your green-flame blade to spread further and to more creatures. When you cast the spell, the green fire leaps from the target to two different creatures of your choice you can see within 15 feet of it.
Wildfire Combustion
9th-level Wisdom feature
Your command of wildfire has become masterful and can enhance the fire you create through your spells. When you cast an artificer spell that deals fire damage, you may use a flask of alchemist's fire for your spellcasting focus. When you do so, each creature that takes fire damage from the spell is also affected as if it was hit with alchemist's fire, and the spell ignores resistance to fire. Also, the fire takes on a dark, emerald and jade green hue.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Fire in Your Veins
15th-level Wisdom feature
You have mastered fire and unlocked its secrets that it poses no risk to you, and you can use it to revitalize yourself and others:
- You are immune to fire damage.
- When you are subjected to fire damage, you can choose to regain hit points equal to the fire damage dealt. Alternatively, when you deal fire damage to a creature, you can have the creature be immune to the damage and have it regain hit points equal to the fire damage dealt. Once you use this ability, you can't use it again until you finish a short or long rest.
Barbarian
Path of the Dothraki Screamer
Numerous khalasars, a horde of Dothraki, ruled by khals roam the Great Grass Sea of Essos on horseback, pillaging what they can in battles and raids announced with their infamous war scream. The Dothraki's style of warfare and even its culture, religion, and authority revolve around horses. A khal who cannot ride, cannot rule.
The Dothraki are a wild, nomadic peoples only having one city, Vaes Dothrak. Reveling in violence, thet follow strength and often battle each other for possesions or the right to rule. Warriors keep their hair long and braided adding a bell after every victory and cutting off the braid upon a defeat.
Born in the Saddle
3rd-level Path of the Dothraki Screamer feature
You and your mount become a single fighting unit. While mounted and raging, your mount gains all the benefits of rage that you do.
Strong and Swift
3rd-level Path of the Dothraki Screamer feature
At 3rd level, you have learned to strike fiercely and move quickly. If you have made a Reckless Attack on your turn, you may use your bonus action to either take the Dash action or have your mount take the Dash action.
Mobile Khalasar
6th-level Path of the Dothraki Screamer feature
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace).
Dothraki War Cry
10th-level Path of the Dothraki Screamer feature
Your infamous scream can truly terrify enemies. When you enter your rage, you may let loose a terrible cry. While certainly heard all around, the effect of this cry extends in a 30-foot cone from you. Any creature in the area must make a Wisdom saving throw (DC equal to your proficiency bonus + your Charisma modifier). On a failure, the creature is frightened of you for 1 minute.
It may make another Wisdom saving throw at the end of each of its turns, ending the condition on a success. Once a creature succeeds on its saving throw, it is immune to being frightened by you in this way for 24 hours.
If a creature was surprised, it automatically fails this saving throw, and only makes another saving throw at the end of its turns it is not surprised.
Galloping Attack
14th-level Path of the Dothraki Screamer feature
Your speed adds to your strength. Once on your turn, when you hit a Large or smaller creature with a melee weapon attack, you may also make a shove attack as a part of that attack. For every 15 feet you traveled in a straight line before the attack, you gain a bonus equal to that number to both the Strength (Athletics) check and the damage of the attack.
Path of the Wildling
Wlldlings, or the free folk as they call themselves, are the people who live beyond the Wall. They live in the harshest coldest environs and comprise hundreds of cultures, tribes, clans, villages, and raiding parties, varying from reasonably civilized to utterly barbaric. But what separates the Wildlings from the rest of Westeros is more than the Wall; it is their belief in the freedom to not be forced to kneel to lords and kings, but follow their own paths and choose whom to follow, if anyone.
No Mercy for Kneelers
3rd-level Path of the Wildling feature
You will not bend the knee and will punish those who do. While you are raging, you are immune to the prone condition, and when you successfully hit a prone creature, you deal an extra 1d8 damage to the creature.
North of the Wall
6th-level Path of the Wildling feature
Life in the north has prepared you in the ways of traversing freezing landscapes. You are resistant to cold damage, climbing does not cost you extra movement, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. Also, you learn to speak, read, and write Giant.
Free Folk
10th-level Path of the Wildling feature
You have become resolute in your life of independence and are resistant to attempts to sway your mind and attitudes. You are immune to being charmed and gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Horn of Winter
14th-level Path of the Wildling feature
You have become imbued with the magic of Joramun's horn. As an action, you can let out a magical blast from your mouth in a 90-foot cone originating from you that can be heard from up to 1000 feet away. Any magical wall or structure in the area created from a spell of 6th-level or lower is dispelled. Any wall or structures in the area take 200 bludgeoning damage.
If a wall or structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a wall or structure's height must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Once you use this feature, you can't use it again until you finish a long rest.
Bard
College of the Citadel
The Citadel is where maesters -- the scholars in service to the nobility and people of Westeros -- are trained. You can find boys and men of low and high birth status from all over the Seven Kingdoms studying at the Citadel, and though the Citadel would never admit it, you may find some girls and women who have disguised themselves in order to seek knowledge there.
When a student has mastered a subject to the satisfaction of an archmaester, he is awarded a link of a metal representing knowledge of that subject. With more links he begins to form his maester's chain. Most who start their studies won't complete their chain, either growing aged as they continue their study or simply leaving to pursue other aspects of the world.
Your leaving may have something to do with the magic you have managed to learn. Viewed as a force lost since the end of Valyria or a myth that never really existed, magic is wholly suppressed by almost all the archmaesters of the Citadel.
Forging Your Chain
3rd-level College of the Citadel feature
You begin to forge a maester's chain, a symbol of both the knowledge you've mastered and that you serve not yourself but all of Westeros. Pick two skills to gain proficiency with from Animal Handling, Arcana, History, Medicine, Religion, or Nature. You pick one additional proficiency to gain from this list at 6th level and 14th level.
Each proficiency has a corresponding spell you may cast as a ritual (as described in chapter 10 of the Player's Handbook) while you posses your maester's chain.
Chain Link
Proficiency | Metal Link | Spell |
---|---|---|
Animal Handling | Black iron | speak with animals |
Arcana | Valyrian steel | detect magic |
History | Copper | comprehend languages |
Medicine | Silver | detect poison and disease |
Religion | Platinum | ceremonyXGE |
Nature | Pewter | locate animals or plants |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the chain link spell ceremony can be replaced with purify food and drink.
Service
3rd-level College of the Citadel feature
You have begun your life of service to others. When you grant a friendly creature one of your Bardic Inspirations, the target also benefits from the Help action. If you aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you.
Higher Mysteries
6th-level College of the Citadel feature
You have developed ways to hide or end magic akin to the Citadel's censorship. You learn the counterspell, dispel magic, and Nystul's magic aura spells. These spells count as bard spells for you but don’t count against the number of bard spells you know.
Archmaester
14th-level College of the Citadel feature
When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.
Cleric
Drowned God Domain
The ironborn were made by the Drowned God to dominate the waters of the earth through reaving, raping, and seeking glory in blood and song. He will not suffer cowards but has given every brave man "a gift", something in which he excels.
While all true ironborn worship the Drowned God, his priests and clerics wear mottled robes of green, grey, and blue and braid dried seaweed through their long hair and untrimmed beard. Clerics will drink sea water from time to time, and some eat only fish and bathe only in sea water. These clerics perform a baptism of salt water to symbolically drown a person as a means to give themselves to the Drowned God. Some clerics actually drown the disciple and then bring them back to life, using the "kiss of life". Not everyone is successfully revived, however.
Domain Spells
1st-level Drowned God Domain feature
You gain domain spells at the cleric levels listed in the Drowned God Domain Spells table. See the Divine Domain class feature for how domain spells work.
Drowned God Domain Spells
Cleric Level | Spell |
---|---|
1st | fog, wrathful smite |
3rd | enthrall, gust of wind |
5th | tidal waveEE, water breathing |
7th | control water, freedom of movement |
9th | control windsEE, maelstromEE |
Variant: Alternative Spells
For players who do not have access to Elemental Evil Player's Companion, the drowned god domain spells tidal wave, control winds, and maelstrom can be replaced with water walk, cone of cold, and destructive wave respectively.
We Do Not Sow
1st-level Drowned God Domain feature
You gain proficiency with vehicles (water), heavy armor, and martial weapons.
Sea Life
1st-level Drowned God Domain feature
You have advantage on Wisdom (Medicine) checks to stabilize a drowned creature. Additionally, you can breathe water, and your swimming speed equals your walking speed.
Channel Divinity: The Iron Price
2nd-level Drowned God Domain feature
You can use your Channel Divinity to pillage from the weak. As an action, choose an object that you can see within 30 feet of you that a creature is holding, carrying, or wearing. The creature must succeed on a Strength saving throw or the object teleports to your hands.
Channel Divinity: Deluge
6th-level Drowned God Domain feature
You can use your Channel Divinity to summon a flood of water.
As an action, you present your holy symbol and call forth a deluge of water into a 10-foot square or 5-foot by 20-foot line (your choice) within 60 feet of you. Each creature of size Huge or smaller in the area must succeed on a Strength saving throw or be pushed 25 feet in one direction of your choice and knocked prone. The water also pushes any objects not being worn or carried 25 feet in the same direction and puts out any fire or flame in the area.
Divine Strike
8th-level Drowned God Domain feature
At 8th level, you gain the ability to infuse your weapon with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target and drench it in water. When you reach 14th level, the extra damage increases to 2d8.
What is Dead May Never Die
17th-level Drowned God Domain feature
Your ceremonial drowning has given you protection from death. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead and gain 10 temporary hit points.
Each time you use this feature after the first, the DC and temporary hit points increase by 5. When you finish a short or long rest, the DC and temporary hit points gained reset to 10.
Lord of Light Domain
R'hllor is also known as the Lord of Light, the Heart of Fire, the God of Flame and Shadow but is commonly referred in Westeros as the Red God. While very prominent in Essos, the Lord of Light has but a small yet devoted following in the Seven Kingdoms. These clerics of the R'hllor, or red priests and priestesses, are blessed with divination through pyromancy and the ability to resurrect the dead.
R'hllor, the god of light, fire, and life, is locked in an eternal battle over the fate of the world with the Great Other, the god of darkness, ice, and death. This battle will only end when the legendary hero Azor Ahai returns wielding his flaming sword Lightbringer and defeats the white walkers and their Long Night once again.
Red priests light pyres in worship of the light and pray that Azor will return soon for the night is dark and full of terrors.
Domain Spells
1st-level Lord of Light Domain feature
You gain domain spells at the cleric levels listed in the Lord of Light Domain Spells table. See the Divine Domain class feature for how domain spells work.
Lord of Light Domain Spells
Cleric Level | Spell |
---|---|
1st | burning hands, disguise self |
3rd | flame blade, scorching ray |
5th | daylight, fireball |
7th | divination, wall of fire |
9th | flame strike, raise dead |
Bonus Cantrip
1st-level Lord of Light Domain feature
When you choose this domain at 1st level, you gain one cantrip of your choice from the create bonfire, light, or produce flame cantrips. The cantrip counts as a cleric cantrip for you but doesn't count against your number of cantrips known.
Light Domain Variant: Lord of Light Domain
The Lord of Light Domain follows the Light Domain almost exactly with some changes to the Domain Spells and a choice of the bonus cantrip gained. See the Player's Handbook for the rest of the features listed.
Druid
Circle of the Three-Eyed Crow
The Circle of the Three-Eyed Crow (also called the Circle of the Three-Eyed Raven) was formed through the teachings of the children of the forest, fey creatures that live in Westeros and once waged war on the invading humanoids. Some of these druids, often referred to as greenseers, still train with the fey and have close relationships with them. The teachings of the children of the forest involve the ability to harness both the destructive and restorative properties nature, to see visions of the future, to transform into animals as well as to take control of them, and to connect to the deep roots of trees throughout the world to gain and pass on knowledge.
Greensight
2nd-level Circle of the Three-Eyed Crow feature
You gain the ability to cast the augury spell without providing material components, but only as a ritual, as described in chapter 10 of the Player's Handbook.
Shapechanger
2nd-level Circle of the Three-Eyed Crow feature
Your ability to beast shape takes on a unique form. You may expend two uses of Wild Shape to gain control of a beast that you see within 60 feet. Your druid level determines the beasts you can control, as shown in the Beast Shapes table (see pg. 66 in the Player's Handbook).
You take total and precise control of the target. The creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
During this time, you are deaf and blind with regard to your own senses and your own body is incapacitated and cannot move.
You remain in control of the beast for a number of hours equal to one-quarter your druid level or when you end the control as an action.
Rooted in the Past
6th-level Circle of the Three-Eyed Crow feature
You can draw on the long-living essence of plants for their wisdom. By taking 1 minute to connect with a plant you are touching, you may communicate with it while touching it, and you add double your proficiency bonus to any Intelligence (Arcana, History, Religion, or Nature) check you make while touching the plant regardless of what the normal bonus applied is.
Godswood
10th-level Circle of the Three-Eyed Crow feature
You can see and hear as if through a plant. As an action, pick a plant you have seen or touched at least once before, and is inanimate, connected to the earth, and size Medium or larger. You can see and hear as if you were in its space.
During this time, you are deaf and blind with regard to your own senses and your own body is incapacitated and cannot move. You may return to your own senses and regain control of your body as an action.
You also always have the commune with nature spell prepared, it doesn't count against the number of spells you can prepare each day, and you may cast it while channeling a plant to gain knowledge of the territory surrounding the plant.
Weirwood Dendrochronology
14th-level Circle of the Three-Eyed Crow feature
You can call up visions of the past that occurred around a tree. You spend at least 1 minute in meditation and reverence, then receive dreamlike, shadowy glimpses of the event. The tree must be within 30 feet of you or one you are currently channeling through your Godswood feature.
As you meditate, you see visions of events in the immediate vicinity of the tree (up to a 50-foot cube), going back to when the tree was at least size Medium. You learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. The one event may be a more mundane event that is nevertheless important in your current situation.
Alternatively, you may pick a period of time and view the most significant event of from that period or choose a specific event, significant or mundane, that may have happened in the tree's vicinity. For example, you might decide to view a battle from around 20 years, to see if anything significant happened from 500 to 600 years ago, or look to see people having a conversation about horse trading from 4 days ago. If nothing of the kind happened by the tree, you instead see the closest event within the closest timeline of your search.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Fighter
Unsullied
You began training as an Unsullied as a young male slave. You were chosen for your size, speed, and strength. You were trained not only how to fight, but how to shed your individuality and emotion to only serve the whims of your master and aid your fellow Unsullied. The training was brutal, grueling, and instructive. Those who could not keep up were killed. You survived, were castrated, and became an elite warrior who can ignore pain and has no concept of personal desire.
Phalanx
3rd-level Unsullied feature
You can form a protective wall with your compatriots. While you are within 5 feet of an ally, you and the ally gain a +1 bonus to AC.
Suppress Pain
7th-level Unsullied feature
You are better equipped endure combat. When you take damage, you can use your reaction to roll a d4. Add your Constitution modifier to the number rolled, and reduce the damage by that total. The damage can't be reduced to less than 1.
Resilience
10th-level Unsullied feature
Your tough training can have you withstand certain effects, such as an air elemental's whirlwind or the shatter spell. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unrelenting
15th-level Unsullied feature
You have lost some the weaknesses of the average warrior. You are immune to the charmed and frightened conditions and have advantage on saving throws to resist the paralyzed and stunned conditions.
Durable
18th-level Unsullied feature
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Monk
Way of Shadowbinding
Hailing from the east, shadowbinding is the magical practice of controlling the darkness itself to do one's will. Although their history and practices are almost completely unknown to the people of Westeros, there are many shadowbinders in Asshai, near the Shadow Lands, that work their magic at night throughout the city. These shadowbinders typically hide their face with a lacquered masks, however, not all do. While Asshai is renown for its warlocks and maegi, it is the shadowbinders that are considered to be the most sinister in the city, harnessing power a Seven-worshipping man would shun.
Shadow Arts
3rd-level Way of Shadowbinding feature
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.
Shadow of Ill Omen
6th-level Way of Shadowbinding feature
You gain the ability to call forth a creature of darkness to harass your foes. As an action, you can spend 3 ki points to magically summon a shadow of ill omen to target one creature you can see within 120 feet of you. The shadow uses the shadow demon’s statistics (see the Monster Manual), with the following changes:
- The shadow counts as a monstrosity, not a fiend (demon) and is unaligned, not chaotic evil.
- The shadow's maximum hit points are reduced by half.
- At the start of its turn, the shadow automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The shadow appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the shadow. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The shadow can make opportunity attacks, but only against its target.
The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Once you use this feature you can't use it again until you finish a long rest.
Shadow Step
11th-level Way of Shadowbinding feature
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Opportunist
17th-level Way of Shadowbinding feature
You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Paladin
Oath of the Faith Militant
The Faith Militant is the military arm of the Faith of the Seven. It is composed of two military orders.
The Warrior's Sons, well-trained, fanatical knights who have renounced all titles, land, gold, and possessions to pledge service to the High Septon. They seek to stamp out heresy and fight all enemies of the Faith.
The Poor Fellows are comprised of commoners and women and are armed simply. They are more concerned with escorting pilgrims and travelers on the road and protecting the small folk from men who have gone astray.
Tenets of the Faith Militant
Many of the Faith Militant are fanatical in their beliefs, but not every member favors all virtues of the Seven equally. The tenets of the Stranger, for example, are oft overlooked.
The Father. I will embody the Father's judgment and seek to exact justice where I may.
The Mother. I will embody the Mother's mercy and seek to grant clemency to those who deserve it.
The Warrior. I will embody the Warrior's courage and seek to fight in battles where I am needed.
The Maiden. I will embody the Maiden's innocence and seek to protect young women from harm.
The Smith. I will embody the Smith's strength and seek to mend what is broken in the world.
The Crone. I will embody the Crone's wisdom and seek to guide people to the righteous path.
The Stranger. I will embody the Stranger's ineffability and seek to welcome those who feel like outcasts.
Oath Spells
3rd-level Oath of the Faith Militant feature
You gain oath spells at the paladin levels listed in the Oath of the Faith Militant Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Faith Militant Spells
Paladin Level | Spell |
---|---|
3rd | compelled duel, protection from evil and good |
5th | branding smite, silence |
9th | counterspell, crusader's mantle |
13th | compulsion, guardian of faith |
17th | commune, hallow |
Channel Divinity
3rd-level Oath of the Faith Militant feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
A Song of Ice and Fire Subclasses
This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.
You can find more subclasses inspired by A Song of Ice and Fire here.
Trial by Combat. As an action, you can use your Channel Divinity to challenge a creature within 10 feet of you before the Seven. The target must make a Charisma saving throw. On a failure, you gain a bonus to melee weapon attack rolls and melee weapon damage rolls against the target equal to your Charisma modifier. This bonus ends after you make seven melee weapon attacks against the target, you or the target dies, or you attack a creature not under the effects of your Trial by Combat.
Turn the Heretical. You can use your Channel Divinity to utter righteous words that are painful for fey and undead to hear. As an action, you present your holy symbol, and each fey or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Warding
7th-level Oath of the Faith Militant feature
Holy conviction lies so heavily upon you that it forms a ward from heathen magic. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Trial of Seven
15th-level Oath of the Faith Militant feature
Your challenges before the Seven take on a greater, older tradition. If the target of your Trial by Combat does not have at least six allies within 120 feet of it, it automatically fails its saving throw. If it does have have at least six allies within 120 feet of it, it makes a saving throw as normal, and on a failure, you choose six of its allies within 120 feet of it to make a Charisma saving throw against your paladin spell save DC. If a creature fails its saving throw, it is under the effects of your Trial by Combat as well.
Seven-Who-Are-One
29th-level Oath of the Faith Militant feature
You can assume the mortal form of the Seven and gain seven faces representing its different aspects. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain a +1 bonus to your proficiency bonus and all six ability score modifiers.
- You gain the benefits of the crown of stars spell being cast on you. The spell's description can be found in Xanathar's Guide to Everything.
Once you use this feature, you can’t use it again until you finish a long rest.
Ranger
Warg
Also known as skinchangers or beastlings, Wargs have the ability to enter the mind of an animal and control its actions. These talents usually develop in youth with pets or other animals the Warg has a strong bond with. As a Warg's skills develop, they soon begin to control beasts that are both familiar and strange, friendly and hostile. And the most powerful of skinchangers can take over other creatures besides beasts such as humanoids, monstrosities, dragons, and others.
While connected to another creature, it is not merely the Warg exerting complete control, but in fact both minds influencing each other. If the skinchanger is not strong enough, extended time in a beast's mind may begin to change their own personality having it become more beastly. Other Wargs prefer to live their lives in animal skin as much as they can and will violate taboos such as eating humanoid flesh or mating as a beast.
Warg Magic
3rd-level Warg feature
You learn an additional spell when you reach certain levels in this class, as shown in the Warg Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
Warg Spells
Ranger Level | Spell |
---|---|
3rd | command |
5th | detect thoughts |
9th | sending |
13th | dominate beast |
17th | dominate person |
Warg's Companion
3rd-level Warg feature
You have developed a kinship with an animal that accompanies you on your adventures. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the Player's Handbook presents statistics for the hawk, mastiff, and panther as examples).
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Warg Bond
3rd-level Warg feature
Your connection with your companion is enhanced by your warg nature. You have a telepathic link with your companion, through which the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. You also can cast the beast sense spell at will only targeting your companion.
Beastling
7th-level Warg feature
You can begin to sense through beasts that aren't your companion. You can cast the beast sense spell at will. When cast in this way the spell has a range of 60 feet, lasts for 8 hours, and does not require concentration. Also the target does not need to be willing. If the target is unwilling, it must make a Wisdom saving throw. On a failure, the spell takes effect. Once a beast succeeds this saving throw, it is immune to the spell for 24 hours unless it becomes willing.
Skinchanger
11th-level Warg feature
Starting at 11th level, any beast under the effect's of your beast sense sense spell is also under the effects of the dominate beast spell as if you had cast it on them.
In addition, if you are reduced to 0 hit points or die, you may immediately target your companion or the nearest beast within 1 mile of you with your beast sense spell. If the spell is successful, it lasts until dispelled or until you choose to end it (no action required), and if you are dead, your soul transfers to the body of the beast.
Legendary Skinchanger
15th-level Warg feature
Your warg abilities extend to nonbeasts. When you cast beast sense, you are no longer limited to beasts but may target a creature of any type.
Additionally, you may cast the dominate monster spell. Once you do so, you must finish a long rest before doing so again. When you reach 17th level in this class, you cast dominate monster at 9th level when using this feature.
Rogue
Faceless Man
Valar morghulis. All men must die. Valar dohaeris. All men must serve.
These are the mantras of the Faceless Men, worshipers of the Many-Faced God and hired assassins from the House of Black and White in the Free City of Braavos. They are highly trained in the ways of poison, combat, and deception, but their greatest skill is the ability to instantly transform their appearance to look like a different person. This is done through the collection of faces taken from the dead which are enhanced with arcane glamours and traditional disguise techniques.
As a religious order as well as assassins, Faceless Men are very devout and discard any sense of personal identity to become "no one". They are perfect actors maintaining their disguise while remaining steadfast agents of their hired mission. Although, some have learned the ways of the Faceless Man while ultimately rejecting the the tenets of the order.
Bonus Proficiencies
3rd-level Faceless Man feature
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Valar Morghulis
3rd-level Faceless Man feature
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
No One
9th-level Faceless Man feature
You gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its face as a mask using your reaction. You retain this mask until you use it or you finish a long rest.
You can don the mask as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a mask with this feature, you can’t capture another one with it until you finish a short or long rest.
Valar Dohaeris
13th-level Faceless Man feature
You may maintain some of your masks indefinitely. You may have a number of permanent masks equal to your Intelligence modifier (minimum of 1) which you may use at any time. When using a permanent mask, the disguise lasts until you end it. When you choose to make a permanent mask no longer permanent or its magic is rendered inert such as through the dispel magic spell, the mask instantly decays and turns to dust.
Also, you gain a thirteen coins identifying yourself as a Faceless Man and gain an additional coin each time you gain a level in this class. If you present one of these coins to someone and say "valar morghulis" and the recipient responds with "valar dohaeris", the recipient has agreed to perform a favor for you. This favor must be fairly simple and reasonable for the recipient to accomplish such as requesting free passage on a ship to its normal destination from a captain, access to a restricted tome from a librarian, or a place to hide from the law from a random citizen. Though they may risk retribution for their favor, they will not risk their lives or livelihoods for you.
Upon the recipient of the coin accepting the favor and attempting to complete it in good faith, you can never attack the recipient or any of its compatriots who aided with the favor or target them with a harmful ability or magical effect. This effect ends if they attack you or target you with a harmful ability or magical effect.
Death Strike
17th-level Faceless Man feature
You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Sorcerer
Valyrian Dragonrider
Before the Doom, the Valyrian skies were filled with dragonlords atop their dragon mounts. But much has changed in the intervening years, and such sights are almost non-existent throughout the world. Still this elegant relationship has managed to persist.
None can tame a dragon unless some the magic of Old Valyria runs in their blood. Of course this lineage has been known to crop up in the most unexpected people. But this bloodline is no guarantee of successfully bonding with a dragon. Dragons will not simply submit to anyone even with the magic inside them. It takes a strong will, the ability to foster trust and respect, and time to bend such creatures to one's will. However, once formed this connection between a dragon and dragonrider is absolute; the dragon will not accept another master while its previous rider lives.
Dragon Egg
1st-level Valyrian Dragonrider feature
You gain a dragon egg. Choose which type of dragon or roll randomly based on the Dragon Egg table.
You have advantage on all Intelligence checks to recall information about dragons and Wisdom and Charisma checks to interact with them.
Dragon Egg
d10 | Dragon Type | Egg appearance | Damage |
---|---|---|---|
1 | Black | Chartreuse with a sticky, wet shell | acid |
2 | Blue | Cyan with sharp bumps along the shell | lightning |
3 | Brass | Yellow with a soft shell | fire |
4 | Bronze | Pink with a translucent, soft shell | lightning |
5 | Copper | Brown with a metallic shell | acid |
6 | Gold | Gold with shell hot to the touch | fire |
7 | Green | Green speckled with light brown | poison |
8 | Red | Red with a shell of hard scales | fire |
9 | Silver | Grey with a shell that shimmers | cold |
10 | White | White with a shell cold to the touch | cold |
Dragon Immunity
1st-level Valyrian Dragonrider feature
You start to form a magic bond with your dragon egg that will aid when you begin to train it. As a reaction to when you would take the damage type of your dragon as shown in the Dragon Egg table, you can become immune to this damage type, including against the triggering damage, until the start of your next turn.
Once you use this feature, you must take a short or long rest before using it again. Alternatively, you may spend 1 sorcery point, to regain the use of this feature.
Dragon Tamer
6th-level Valyrian Dragonrider feature
Your dragon egg has hatched into a dragon wyrmling. The dragon wyrmling is friendly to you and your allies.
Some of your dragon's stats are changed. Regardless of its normal stats, its armor class becomes 17 (natural armor), its hit points become 38 (7d8+7), and its Strength and Constitution ability scores become 15 and 13 respectively. As a result of the change in ability scores, its bonus to hit on attack rolls becomes +4, its bonus to damage becomes +2, its save DC for its breath weapon becomes 11, and its bonus for Constitution saving throws becomes +3.
You can control your dragon's movement (no action required by you). You can use the dragon as a mount if you are size Medium or smaller and are not exceeding your carrying capacity. While mounted, you can have your dragon take all the normal actions a mount can take (see Mounted Combat pg. 198 of the Player's Handbook). Otherwise, you must use your action to command your dragon to take any actions, and some actions cost sorcery points to use as noted in the Dragon Taming table. Some of the options on the Dragon Taming table won't be available to use until your dragon grows and gains those actions. Your dragon can not act independently, even if you are not mounted.
Dragon Taming
Action | Sorcery Point Cost |
---|---|
Bite | 2 |
Breath Weapon | 5 |
Claw | 1 |
Multiattack | 8 |
Tail | 2 |
Frightful Presence | 3 |
Replacing Your Dragon
If your dragon dies, attempting to replace it will be an arduous task. It is one thing to raise a dragon from birth to be your mount, it is quite another to tame one that has lived in freedom. Even approaching a dragon is a risky proposition, but you will need to go through an extensive process of trust and training to get the dragon to accept you as a master. Such an ordeal may take months and even then the dragon may never submit, merely join with you as a partner.
Alternatively, you may find it easier to acquire another dragon egg and slowly raise another dragon. In either case, the damage immunity you gained from your Dragon Immunity feature would change to reflect your new dragon's type.
Dragonrider
14th-level Valyrian Dragonrider feature
The magic that fuels the connection between you and your dragon hastens its growth. Your wyrmling grows into a young dragon.
Some of your dragon's stats are changed. Regardless of its normal stats, its proficiency bonus becomes +3, its armor class becomes 18 (natural armor), its hit points become 136 (16d10+48), and its Strength and Constitution ability scores become 19 and 17 respectively. As a result of the change in ability scores and proficiency bonus, its bonus to hit on attack rolls becomes +7, its bonus to damage becomes +4, its save DC for its breath weapon becomes 14, and its bonus for its various saving throws and skills need to be recalculated accordingly.
Dragonlord
18th-level Valyrian Dragonrider feature
Your young dragon grows into an adult dragon.
Some of your dragon's stats are changed. Regardless of its normal stats, its proficiency bonus becomes +5, its armor class becomes 19 (natural armor), its hit points become 207 (18d12 + 90), and its Strength and Constitution ability scores become 23 and 21 respectively. As a result of the change in ability scores and proficiency bonus, its bonus to hit on attack rolls becomes +11, its bonus to attack damage becomes +6, its save DC for its breath weapon becomes 18, its save DC for its Wing Attack becomes 19, and its bonus for its various saving throws and skills need to be recalculated accordingly.
Your dragon gains the use of legendary actions. At the end of another creature's turn, you can spend sorcery points to use your reaction to allow your dragon use its reaction to make one of the actions as noted in the Legendary Dragon table.
Legendary Dragon
Legendary Action | Sorcery Point Cost |
---|---|
Detect | 2 |
Tail Attack | 6 |
Wing Attack | 12 |
In addition, if your dragon would fail a saving throw, you may use your reaction to spend 5 sorcery points to have your dragon use one of its legendary resistances to succeed instead. Your dragon has three uses of this ability, which it regains when it finishes a long rest.
Warlock
The House of the Undying
Your patron is House of Undying, the most powerful order of warlocks. The House of the Undying resides in Qarth and is an ancient building situated amongst a grove of black-barked trees with inky blue leaves which are used to make shade-of-the-evening, the drink that grants the Undying One warlocks their power and has turned their lips blue over time. Some might mock your patron as a once powerful sect now crumbling in decay, but if said before a warlock their jibes would scarce leave their mouth before their own death rattle.
Expanded Spell List
1st-level House of the Undying feature
The House of the Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
House of the Undying Expanded Spells
Spell Level | Spell |
---|---|
1st | false life, sanctuary |
2nd | blur, phantasmal force |
3rd | Galder's towerLLK, hypnotic pattern |
4th | death ward, phantasmal killer, |
5th | raise dead, seeming |
Variant: Alternative Spells
For players who do not have access to The Lost Laboratory of Kwalish, the house of the undying expanded spell Galder's tower can be replaced with Leomund's tiny hut.
Shade-of-the-Evening
1st-level House of the Undying feature
You gain access to shade-of-the-evening, a dark blue, viscous drink that smells of death that allows you to see and hear truths. As a bonus action you may imbibe some granting you truesight out in a radius of 120 feet and the ability to know if you hear a lie. These benefits last until the end of your next turn.
You may use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
False Vision
6th-level House of the Undying feature
You can create an illusory duplicate of yourself in order to escape attacks. As a bonus action on your turn, you create the illusory duplicate that appears in your space and lasts until the beginning on your next turn. All attacks made against you while you are within 5 feet of the illusory duplicate are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Undying One
10th-level House of the Undying feature
You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Visions of the House of the Undying
14th-level House of the Undying feature
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a realm showing a series enigmatic visions, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
The Night King
Your patron is the Night King, a divine being of darkness, cold, and death. The Night King leads the others, or white walkers, and is in direct opposition to the Lord of Light. He and the others are tall, gaunt with ice-blue eyes, white hair, and blue skin who bring freezing cold and bitter death where they travel. They also have an army of wights and other undead creatures brought back from the corpses of their fallen enemies. And now you have become a soldier in the Night King's forces.
Expanded Spell List
1st-level Night King feature
The Night King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Night King Expanded Spells
Spell Level | Spell |
---|---|
1st | fog cloud, ice knifeEE |
2nd | darkvision, Snilloc's snowball swarmEE |
3rd | animate dead, sleet storm |
4th | death ward, ice storm |
5th | antilife shell, cone of cold |
Variant: Alternative Spells
For players who do not have access to Elemental Evil Player's Companion, the great other expanded spells ice knife and Snilloc's snowball swarm can be replaced with chromatic orb and gust of wind respectively.
Beings of Ice and Cold
1st-level Night King feature
Your patron allows you to shape yourself in its image. You know the armor of Agathys spell and it doesn't count against the number of warlock spells known. When you cast armor of Agathys using a warlock spell slot, you gain a bonus number of temporary hit points equal to your Charisma modifier.
Bring the Cold Night
6th-level Night King feature
You gain resistance to cold and necrotic damage. Additionally, when you cast a spell that deals cold damage, creatures within 5 feet of you take cold damage equal to your Charisma modifier.
Beware Dragonsteel
10th-level Night King feature
When you cast armor of Agathys using a warlock spell slot, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage while you have the temporary hit points.
Death is the Enemy
14th-level Night King feature
Your patron grants you the ability to animate a corpse and control it. If a creature within 10 feet of you dies, you can use your reaction to animate it, causing it to stand up immediately with a number of hit points equal to your warlock level. The creature uses the zombie stat block in the Monster Manual, although will keep the creature's original size. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. lt obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It gains a bonus to the attack and damage rolls equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Wizard
School of Bloodmagic
Perhaps the oldest form of magic, bloodmagic is partially fueled by the sacrifice of blood and life, and the greater the sacrifice, the greater the magics created. The blood of kings is believed to be the most powerful. Much of the capabilities of bloodmagic remain esoteric with scholars speculating bloodmagic's work involved with the crafting of Valyrian steel and even in the birth of dragons. As a wizard of this school, typically called a maegi or bloodmage, you will begin to unravel these mysteries and master the more common functions such as imprecations and prophecy. Given its grisly nature, and especially since the Doom of Valyria, bloodmagic is hated and distrusted throughout the world save in Asshai-by-the-Shadow.
Blood Ink
2nd-level School of Bloodmagic feature
You may add any spell of 1st level or higher to your spellbook even those that are not wizard spells. To do so, in addition to the regular amount of ink and paper, you must provide your own blood. For each level of the spell, roll one of your Hit Die, expending it, and reduce your hit point maximum by an amount equal to the total rolled.
The maximum hit points reduced cannot be prevented or undone by any other spell or feature. The reduction to your hit point maximum lasts until you regain all of your Hit Dice.
When you copy a spell into your spell book in this way the spell is always prepared and doesn't count against the number spells you can prepare each day. When casting the spell using a spell slot, you must pay an additional cost of blood. Roll a number of d4s equal to the spell slot level used to cast the spell and take necrotic damage equal to the amount rolled. This damage to you can't be reduced or prevented in any way.
If you are performing the spell as a ritual, you need not provide your own blood but it does need to be fresh blood, and much less of it is required, approximately one vial's worth per level of spell. If you were to provide the blood of a living creature, the target would take 1 necrotic damage per vial's worth extracted, and this damage can't be reduced or prevented in any way.
When you reach 3rd level in this class, you add the augury spell to your spellbook through this process. You don't need to expend Hit Die or reduce your hit point maximum for this instance.
Lesser Valyrian Steel
2nd-level School of Bloodmagic feature
You have learned a process to enhance forged arms to imitate Valyrian steel. By taking an hour to bathe a metal weapon or piece of ammunition in blood and fire, you turn the weapon or piece of ammunition magical.
Payment of Death
6th-level School of Bloodmagic feature
When you reduce a creature to 0 hit points, the next spell you cast using your Blood Ink feature within the next minute doesn't require you to roll d4s and take the damage.
Blood Chant
10th-level School of Bloodmagic feature
You learn a primeval chant to help focus on spells which require your power to maintain. As a bonus action on your turn, you may take 1d4 necrotic damage and begin a blood chant. This damage to you can't be reduced or prevented in any way. Until the end of your next turn, you do not need to make Constitution saving throws to maintain your concentration on spells of 3rd-level or lower.
You may take more damage to have this effect applied to higher level spells, taking 2d4 for spells of 6th-level or lower and 3d4 for spells of 9th-level or lower.
Maegi's Malediction
14th-level School of Bloodmagic feature
You can curse a creature with its imminent death. As an action, choose a creature within 60 feet of you to make a Constitution saving throw against your wizard spell save DC. On a failure, the target takes an extra 1d4 necrotic damage each time it takes damage. This effect lasts until you use this feature again.
Once you use this feature, you can't use it again until you finish a long rest.