Player's Handbook Revised Subclasses

by RangerDman

Search GM Binder Visit User Profile

Revised Subclasses

Tweaks to a bunch of official subclasses in the PHB and other sourcebooks, that could use an update.

Artificier

Alchemist Specialist

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies and the . If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells
Artificier Level Spells
3rd Healing Word, Ray of Sickness
5th Aid, Melf's Acid Arrow
9th Gaseous Form, Mass Healing Word
13th Blight, Death ward
17th Cloudkill, Raise dead

Potions Expert

Also at 3rd level, you gain proficiency in either the herbalism kit or poisoner's kit. Additionally, the gold and time you must spend to create a potion or poison is halved.

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

Experimental Elixir
D6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker’s walking speed increases by 15 feet for 1 hour.
3 Resilience. The drinker gains a bonus to AC equal to your Intelligence modifier for 10 minutes.
4 Boldness. The drinker can add your Intelligence modifier to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 15 feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Barbarian

Battlerager Barbarian

Armored Warrior

When you choose this path at 3rd level, you gain proficiency with heavy armor and can rage while wearing heavy armor. You also gain proficiency with smith’s tools.

Battlerager armor

Also at 3rd level, you can spend 1 hour to use your smith's tools to transform your heavy armor. Choose one of the following armor models to transform your armor into:

  • Skulker Armor. While wearing your armor, your movement speed increases by 5 feet and if the armor normally imposes disadvantage on Dexterity (Stealth) checks, it does not for you.

  • Spiked Armor. While wearing your armor, when you use the Attack action to shove or grapple a creature or a creature grapples you, the creature takes 1d4 piercing damage.

  • Warded Armor. While wearing your armor, you gain 1d4 temporary hitpoints at the start of each turn while raging. They vanish if any of them are left when your rage ends.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, any of your attacks that hit a creature deals an additional 1d4 of that weapon damage.

Battlerager Tactics

Beginning at 10th level, you have access to different tactics. You can dash as a bonus action, while raging and depending on your armor you can use your bonus action in different ways as seen below.

  • Skulker Armor. You can hide as a bonus action and while raging you can have your attack be considered a critical hit on a roll of 17 or higher, once per turn.

  • Spiked Armor. You can grapple or shove a creature as a bonus action and your spikes now deal 2d4 damage.

  • Warded Armor. You can use your bonus action to increase your AC by 1d4 until the start of your next turn.

Battlerager Retributions

Starting at 14th level, you can respond accordingly when an enemy attacks you.

  • Skulker Armor. When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll and move up to 10 feet away afterwards, as part of the same reaction. This movement does not impose opportunity attacks.

  • Spiked Armor. Whenever a creature within 5 feet of you makes a melee weapon attack against you, you can use your reaction to have that creature take 2d4 piercing damage.

  • Warded Armor. Whenever you take damage and your hitpoints are reduced, you can use your reaction to reduce the damage by 2d4.

Berserker Barbarian

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage your movement speed increases by 10 feet, your weapon attacks score a critical hit on a roll of 19 or 20, and you can make a single melee weapon attack as a bonus action on each of your turns after this one.

When your rage ends, you must make a consitution saving throw of at least ten or suffer one level of exhaustion. You have advantage on your saving throw if it's your first rage of the day.

Mighty Soul

When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Athletics skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten entire battalions with your menacing presence. When you do so, every creature of your choice that you can see within 60 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma, Strength, or Wisdom modifier) or be frightened of you until the end of your next turn provided they can see or hear you; if you are raging, the creatures have disadvantage on their saving throws.

On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creatures end their turn out of line of sight or more than 60 feet away from you.

If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If that attack hits the creature has disadvantage on the next attack against you.

Path of the Storm Herald

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 15 feet from you in every direction, but not through total cover. At 14th level the aura extends to 30 feet.

Your aura has an effect that activates when you enter your rage, and stays until your rage ends. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Desert When this effect is activated, all other creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.

  • Sea When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage and can not take reactions until the end of your next turn on a failed save. The creature takes half as much damage on a successful save and can take reactions as normal. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

  • Tundra When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to half your barbarian level + your constitution modifier at the start of their turn, as icy spirits inure it to suffering.

Storm Soul

Also at 3rd level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

  • Desert You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

  • Sea You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

  • Tundra You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 6th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

At 10th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

  • Desert Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your barbarian level or half as much on a succesful save.

  • Sea When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone and pushed 10 feet back, as if struck by a wave.

  • Tundra When a creature moves while inside of your aura, you can use your reaction to force that creature to make a Consitution saving throw. On a failed save, its speed is reduced to 0 and it has disadvantage on strength and dexterity saving throws until the start of your next turn, as magical frost covers it. On a succesful save, its speed is reduced by half until the start of your next turn.

Fury of the Storm

Beginning at 14th level, the power of the storm flows through you freely. While you’re raging, you are immune to your aura's damage type.

Additionally, you gain a benefit based on the environment you chose for your Storm Aura.

  • Desert While raging, you can use your bonus action to have all creatures of your choice within the aura to take 2d4 fire damage.

  • Sea While raging, you can use your bonus action to have all creatures of your choice within your aura to make a Strength saving throw. The creatures take 1d6 bludgeoning damage, and are vulnerable to lightning damage until the end of your next turn on a failed save. The creatures take half as much damage on a successful save and are otherwise unaffected.

  • Tundra While raging, you can use your bonus action to have the area inside your aura be considered difficult terrain to all creatures of your choosing until the start of your next turn; the creatures you choose take an additional 1d4 cold damage when they take weapon or cold damage while inside your aura.

Bard

College of Valor

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon attack or damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

True Warrior

At 3rd level, you learn the truestrike cantrip. When you cast it, it's range is 60 feet and you can cast it as a bonus action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, your weapon attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

Cleric

Trickery Domain

Trickery Domain Spells

Trickery Domain Spells
Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on one of the following ability checks: Deception, Performance, Persuasion, Sleight of Hand, or Stealth. This blessing lasts for 1 hour or until you use this feature again.

Mischievous Treachery

From 1st level, your divine powers blesses you with secrecy and subversion. As a bonus action you can dash, dodge, hide or make a Dexterity (Sleight of Hand) check.

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: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As a bonus action, you can create a perfect illusion of yourself that lasts for 1 minute, or until you are incapacitated. The illusion appears in an unoccupied space that you can see within 30 feet of you. On your turn, you can move the illusion up to 30 feet to a space you can see (no action required), but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, and can choose to see through your illusion's eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, that creature has disadvantage on attack rolls against you, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to disappear and reappear somewhere else.

As an action, you become invisible until the end of your next turn. While invisible you can drop invisibility and teleport to an unoccupied space within 120 feet of you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. You can move any number of them up to 60 feet, to a maximum range of 120 feet (no action required).

Additionally if at least two duplicates are within 5 feet of a creature, all attack rolls against that creatures have advantage.

Nature Domain

Nature Domain Spells

Nature Domain Spells
Cleric Level Spells
1st animal friendship, find familiar
3rd animal messenger, locate animals or plants
5th conjure animals, plant growth
7th dominate beast, guardian of nature
9th awaken, wrath of nature

Acolyte of Nature

At 1st level, you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Your proficiency bonus is doubled for your chosen skill.

Friend of the Wilds

Also at 1st level, if a beast, plant, fey or elemental type creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (the creature needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours.

Channel Divinity: Nature's Champion

Starting at 2nd level, you can use your Channel Divinity to summon a nature spirit to come to your aid.

As an action, you can summon a spirit with the statblock of a CR level 1 beast or plant type creature for 1 hour. When you summon this spirit it has the following benefits:

  • The spirit's hit point maximum is increased by an amount equal to twice your cleric level.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.
  • The creature gains temporary hitpoints equal to your wisdom modifier + your cleric level.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Attack, Dash, Disengage, Help, Hide, or Search action.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. When creatures fail their saving throw against your Friend of the Wilds feature, they are charmed and you can take a bonus action on your turn to verbally command what each of those creatures will do on their next turn.

Druid

Circle of Spores

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip and can cast it as a bonus action. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Spores Spells
Druid Level Spells
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.

When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic or poison damage to all creatures of your choice within 10 feet of you unless they succeed on a Constitution saving throw against your spell save DC then they only takes half damage. The necrotic or poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
  • You have resistance to poison and necrotic damage as well as being immune to disease and the poisoned condition.

These benefits last for the duration of your wild shape or until you use your Wild Shape again.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it.

If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. If the creature died as a result of your Halo of Spores feature it is automatically revived, provided it meets the requirements. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC then it takes half damage. A creature can take this damage no more than once per turn.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

In additon, when you use your Wild Shape feature you can expend two uses to both wildshape into your chosen beast form and gain the benefits of your Symbiotic Entity ability at the same time.

Fighter

Arcane Archer

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn all Arcane Shot options (see “Arcane Shot Options” below).

Once per turn when you fire ammuntion from a bow, crossbow, or firearm as part of the Attack action, you can apply one of your Arcane Shot options to that shot of ammunition. You decide to use the option when the ammunition hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot useage when you reach certain levels in this class: 7th and 10th level. Each option also improves when you become an 18th-level fighter.

Magic Ammunition

At 3rd level, you gain the ability to infuse mundane ammunition with magic. Whenever you fire a nonmagical piece of ammunition from a bow/crossbow/firearm, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the piece of immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain two uses of it.

Rebound Shot

Beginning at 18th level, when you take the attack action and miss a target you can use your reaction to immediately reroll the attack.

Arcane Shot Options

Your Arcane Shot options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (whichever is highest).

  • Banishing Shot You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the projectile must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the projectile hits it.

  • Beguiling Shot Your enchantment magic causes this projectile to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

  • Bursting Shot You imbue your projectile with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the projectile hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

  • Enfeebling Shot You weave necromantic magic into your projectile. The creature hit by the projectile takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

  • Grasping Shot When this projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the projectile takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

  • Piercing Shot You use transmutation magic to give your projectile an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The projectile passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the projectile, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

  • Seeking Shot Using divination magic, you grant your projectile the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The projectile flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the projectile, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

  • Shadow Shot You weave illusion magic into your projectile, causing it to occlude your foe’s vision with shadows. The creature hit by the projectile takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Champion

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Second Chance Attack

Beginning when you choose this archetype at 3rd level, when you take the attack action and miss with any of your attacks you can use your bonus action to make 1 other attack.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Superior Fighter

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20 and when you use your second chance attack feature you can make a number of attacks equal to the amount of attacks you missed using your attack action.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Purple Dragon Knight

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Royal Envoy

A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Surge

Starting at 7th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can immediately make one melee or ranged weapon attack or on their next turn, they can take one additional action.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 10th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren’t incapacitated, you can choose up to two allies within 60 feet of you that also failed their saving throws. If those creatures can see or hear you, they can reroll their saving throw and must use the new roll.

Shining Beacon

Beginning at 15th level, your presence is enough to inspire your fellow comrade in arms. You can use your bonus action to give all creatures of your choice within 60 feet of you the following benefits:

  • Temporary hitpoints equal to your fighter level.

  • An extra 15 feet of movement speed on their next turn.

  • An extra d4 to all attack or damage rolls on their next turn.

Once you use this feature, you can not do so again until you finish a long rest.

Commander's Strike

At 18th level you can use your action to make a single weapon attack against a creature you can see at advantage.

If that attack hits the target, all allies have advantage on the first attack roll against the target provided they are within 60 feet of the target or within 60 feet of you.

Monk

Drunken Master

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Drunken Brawler

You are proficient with improvised weapons, improvised weapons count as monk weapons for you, and when you hit a creature with an unarmed strike or monk weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

  • Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • Redirect Attack. When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you or you can make 1 melee attack against any creature within 5 feet of you.

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 ki point to cancel the disadvantage for that roll.

Alternatively you can spend 1 ki point to impose disadvantage on an ability check, an attack roll, or a saving throw of a creature within 5 feet of you.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks).

Four Elements

Spellcasting

When you reach 3rd level, you augment your martial arts with the ability to cast certain elemental spells. See Spells Rules for the general rules of spellcasting and the spells list for the elemental spells you can cast are listed below.

Cantrips

You learn two cantrips of your choice from the four elements spell list below. You learn an additional four elements cantrip of your choice at 11th level.

Cantrip Versatility

Whenever you gain a level in this class or finish a long rest, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from your elemental spell list.

Casting Elemental Spells

See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

To cast a spell you must expend a number of ki points equal to the spells level. In addition when you cast a spell, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 3rd level monk and cast burning hands, you can spend 3 ki points to cast it as a 3rd-level spell (the discipline’s base cost of 1 ki points plus 2).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells Known of 1st-Level and Higher

You know three 1st-level four element spells of your choice.

The Spells Known column of the Four Elements Spellcasting table shows when you learn more elemental spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the four elements spells you know with another spell of your choice from the elemental spell list. The new spell must be of a level for which you have spell slots.

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from your elemental spells list. The new spell must be the same level as the spell you replaced.

Spellcasting Ability

Wisdom is your spellcasting ability for your elemental spells, since you learn your spells through meditation and attuning to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a four elements spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primordial Body

Starting at 3rd level, your handling of ki allows you to manifest elemental energy in your martial arts. You gain the following benefits:

  • Flurry of Elemental Blows. When you use your flurry of blows instead of dealing bludgeoning damage you can deal cold, fire, force, lightning, or thunder damage. When you do so you can add your wisdom modifer amount of damage to the first attack that hits.

  • Step of the Elements. When you use your step of the wind feature you can either ignore difficult terrain or make the path you walk turn into difficult terrain.

Deflect Elements

Starting at 6th level, when you take cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can spend 1 ki point to channel the energy into an elemental missile. When you do so, you make a ranged spell attack of the same damage type, as part of the same reaction. When you make this attack you add your spell attack modifier, which would be your proficiency bonus plus your wisdom modifier and has a normal range of 60 feet and a long range of 120 feet.

The energy missile’s damage is equal to 1d10 plus your wisdom modifier. At 17th level the damage increases to 2d10 plus your wisdom modifier.

Elemental Empowerment

At 11th level, your mastery of transforming ki into raw elemental power grants you the following benefits:

  • Exploding Strike. When you use your stunning strike feature on a creature, you can force all creatures within 10 feet of the target, besides you, to make a dexterity saving throw or take 1d10 plus your wisdom modifier damage of cold, fire, force, lightning, or thunder damage on a failure and half as much on a success.

  • Mid-Air Step. When you end your turn standing on water or a vertical surface you don't fall provided you use your movement speed to reach solid ground at the start of your next turn.

One with the elements

Beginning at 17th level, while you are conscious you are always under the effects of the Absorb Elements spell at 1st level and when you take the triggering damage type you can spend up to 4 ki points to increase the extra damage by 1d6 per ki point expended.

You also learn one 5th level spell from the Elemental Spells List below and can cast it once without expending a spell slot. Once you have done so, you can not do so again until you finish a long rest.

Elemental Spellcasting

Four Elements Spellcasting Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 2 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Control Flames
  • Druidcraft
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Catapult
  • Create or Destroy Water
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Hellish Rebuke
  • Ice Knife
  • Jump
  • Magic Missile
  • Searing Smite
  • Shield
  • Thunderous Smite
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar’s Scorcher
  • Blur
  • Continual Flames
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Knock
  • Levitate
  • Maximilian’s Earthen Grasp
  • Pass without Trace
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Snilloc’s Snowball Swarm
  • Spider Climb
  • Spike Growth
  • Warding Wind
3rd Level
  • Call Lightning
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Bolt
  • Meld into Stone
  • Melf's Minute Meteors
  • Sleet Storm
  • Slow
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Minor Elemental
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Ice Storm
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level (once per day)
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Destructive Wave
  • Flame Strike
  • Hold Monster
  • Immolation
  • Maelstrom
  • Passwall
  • Steel Wind Strike
  • Telekinesis
  • Transmute Rock
  • Wall of Fire
  • Watery Sphere
  • Wall of Force
  • Wall of Stone
Spells and Ki points
Monk Levels Maximum Ki Points for a Spell
3rd — 5th 3
5th — 10th 4
10th — 15th 5
15th — 20th 6

Kensei Monk

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

  • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

  • Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d6 damage of the weapon’s type. You retain this benefit until the end of the current turn.

  • Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

  • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Kensei Weapon

When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 5 ki points to grant all kensei weapons you wield a bonus to attack and damage rolls when you attack with any of them. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Improved Kensei Weapons

When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

You also become proficient in all martial weapons and all monk weapons are considered kensei weapons for you.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Pefect Kensei Weapon

When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, and this weapon does not need to follow the kensei or monk weapon properties.

Ranger

Beast Master

Beast Master Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Beast Master Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Beast Master Spells
Ranger Level Spell
3rd Animal Friendship
5th Find Steed
9th Conjure Animals
13th Mordenkainen’s Faithful Hound
17th Polymorph

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower, at level 7 the beast can be of CR level 1 or lower, at level 11 the beast can be of CR level 2 or lower, and at level 15 your creature can be of beast that is no larger than Large and has a CR of 3 or lower.

Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block plus your ranger level or fives times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, your beast can make one of the attacks when you take the Attack action provided it's within range of the target you are attacking.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast 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.

Wild Bond

Starting at 3rd level as a bonus action, you can expend one spell slot to regain 1 d10 per level of the spell slot expended + your wisdom modifier amount of hit points for your beast if it’s within 60 feet of you. Additionally, any spell to revive your beast requires no material components.

If the beast dies, you expel it from your service, or is seperated from you, you can obtain a new companion by spending 1 hour magically bonding with a beast that isn’t hostile to you and that meets the requirements. If the beast is a favored foe or in your favored terrain it only takes 10 minutes to bond to it.

Well Trained

Starting at 7th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beastial Fury

Starting at 11th level, when an enemy attempts to attack you or an ally you can see, you can use your reaction to command your beast to move up to half it's movement speed and attack the enemy. If the beast’s attack is successful the enemy misses that attack roll.

You can use this ability a number of times equal to your wisdom modifer and regain all expended uses on a long rest.

Beast of Two Souls

Beginning at 15th level, your beast has advantage on saving throws against being charmed or frightened while you are conscious and any spell you cast that would fail if cast on a creature with an intelligence higher than 4, suceeds on your beast companion regardless of it's intelligence score.

Additionally, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you.

Hunter

Hunter Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Hunter Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Hunter Spells
Ranger Level Spell
3rd Magic Missile
5th Spiritual Weapon
9th Haste
13th Freedom of Movement
17th Circle of Power

Hunter's Boon

At 3rd level, you gain one of the following passive features of your choice:

  • Battle Stance. You learn an additional fighting style from the fighter’s list.
  • Swift Foot. You gain an additional 5 feet of movement to your walking speed and at 11th level it becomes 10 feet of movement.
  • Will of Steel. You have advantage on saving throws against being charmed or frightened.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice:

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, unless you target a different creature in the same turn.
  • Giant Feller. When a creature of a size larger than you hits or misses you with an attack, you have advantage on the first attack roll and saving throw against that creature until the end of your next turn if you are within 10 feet of the creature.
  • Horde Destroyer. Once on each of your turns, when you make a weapon attack you can make an additional weapon attack towards a different creature that is within 10 feet of you or the original target.

Defensive Tactics

At 7th level, you gain one of the following features of your choice:

  • Escape the Horde. You do not provoke opportunity attacks with your movement.
  • MultiAttack Defense. When a creature hits you with an attack, you gain a bonus to AC equal to your wisdom modifer against all subsequent attacks made by that creature for the rest of the turn.
  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity 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.

Multiattack

At 11th level, you gain one of the following features of your choice:

  • Volley. You can use your action to make a ranged attack against any number of creatures within 20 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 15 feet of you, with a separate attack roll for each target. Your range for these melee attacks is increased by 5 feet.
  • Evisceration. When you use the attack action to make two attacks against a single creature, you can use your bonus action to make 1d4 additional weapon attacks toward the same creature.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice:

  • Primal Sense. As a reaction after being forced to make a Strength or Dexterity saving throw from an attack or effect that you can see, you can give yourself advantage on the saving throw.
  • Stand Against the Tide. When a hostile creature hits or misses you with an attack, you can use your reaction to force that creature to repeat the same attack at advantage against another creature (other than itself) of your choice within range.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Horizon Walker

Horizon Walker Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells
Ranger Level Spell
3rd Protection from Evil and Good
5th Misty Step
9th Blink
13th Dimension Door
17th Banishing Smite

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile (or within up to 6 miles if you are in your favored terrain) of you.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. You can also instantly end the spell early by attacking a creature; when you do so, you have advantage on the attack roll, all damage dealt by the attack becomes force damage, and the target takes an additional 5d8 force damage from the attack.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 15 feet before or after each attack to an unoccupied space you can see. At 15th level your range extends to 30 feet.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn and each creature of your choice within 10 feet of you takes 1d8 force damage.

Monster Slayer

Monster Slayer Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Monster Slayer Spells
Ranger Level Spell
3rd Faerie Fire
5th see invisibility
9th magic circle
13th banishment
17th hold monster

Hunter’s Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. When you use the attack action against a creature within 60 feet, you can choose to immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer’s Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. When you reach 11th level in this class, the extra damage increases to 2d6.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. When you reach 11th level in this class, you can add 2d6 to your roll.

Magic-User’s Nemesis

At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. If you use this feature against the target of your slayer's prey feature they have disadvantage on their saving throw.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Slayer’s Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects and the target's speed is reduced by half.

Rogue

Assasssin

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit or the forgery kit.

Assassinate

Starting at 3rd level, 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 blinded, charmed, frightened, grappled, incapacitated, paralyzed, prone, restrained, stunned, surprised or unconscious is a critical hit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You can spend an hour to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. You spend one 1 gold per lifestyle expense of the created identities for each lifestyle above poor.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. While you are assuming this identity or are using a disguise kit you have advantage on Charisma (Deception) and Charisma (Persuasion) checks.

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. After a long rest, you can use your disguise kit to appear and act almost identically to a humanoid type creature you have met or seen in the past 7 days. You can also use this feature to mimic any person you have killed.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) or Charisma (Persuasion) checks you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is blinded, charmed, frightened, grappled, incapacitated, paralyzed, prone, restrained, stunned, surprised or unconscious 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.

Thief

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement, you gain proficiency in the climber's kit, and you have resistance to fall damage.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Pickpocket

At 3rd level, when you use your attack a creature, you can make one Dexterity (Sleight of Hand) check against a creature within 5 feet of you. You also have advantage on Dexterity (Sleight of Hand) checks towards non-hostile, surprised, or unsuspecting creatures.

Supreme Sneak

Starting at 9th level, you you can move stealthily at a normal pace and you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. If you are surprised you can still take your first turn of the round as normal, but not the second.

Also when you roll for initative your dexterity modifier is doubled.

Sorcerer

Wild Magic

Wild Magic Spells

Wild Magic Spells
Sorcerer Level Spells
1st Chaos Bolt, Detect Magic
3rd Levitate, Rope Trick
5th Blink, Enemies Abound
7th Confusion, Polymorph
9th Animate Objects, Mislead

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature and roll on the Wild Magic Surge table, you then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1-3 sorcery points to roll 1d4 per sorcery points expended and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

You can choose to roll on the Wild Magic Surge table after you use this ability.

Infectious Surge

Also at 6th level, whenever you roll on the wild magic surge table or cast a spell of 1st level or higher, you can choose another creature within 60 feet of you to roll on the wild magic surge table. If the target is unwilling, they must make a charisma saving throw against your spell save DC and if they suceed they do not roll on the wild magic surge table.

You can use this ability a number of times equal to your Charisma modifier and regain all uses on a short or long rest.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you regain 1 sorcery point and can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose all of those dice, roll them again and add those rolls to the damage.

You can use the feature only once per turn.

Draconic Bloodline

Draconic Spells

Draconic Bloodline Spells
Sorcerer Level Spells
1st Comprehend Languages, Faerie Fire
3rd Dragon's Breath, See invisibility
5th Dispel Magic, Fear
7th Private Sanctum, Secret Chest
9th Hold Monster, Legend Lore

Dragon Emulation

At 1st level, you choose one type of dragon to emulate. The damage type associated with each dragon is used by features you gain later. At the end of a long rest, you can choose to change your dragon scale type.

Draconic Scale Color
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. You gain resistance to your chosen draconic ancestry damage type and when you aren’t wearing armor, your AC equals 13 + your Dexterity or Constitution modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic scale color, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain immunity to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing medium or heavy armor.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As a bonus action, you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you are incapacitated, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

You can use this feature a number of times equal to your charisma modifier and regain all expended uses on a long rest.

Warlock

Great Old One

Expanded Spell List

The Great Old One 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.

Great Old One Expanded Spells
Spell Level Spells
1st dissonant whispers, Tasha’s hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th Evard’s black tentacles, phantasmal killer
5th dominate person, telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge shields your mind and gives you the ability to touch the minds of other creatures. You gain resistance to psychic damage and you can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Bonus Cantrips

At 1st level, you learn the friends and vicious mockery cantrips. When you cast friends you don't require somatic or material components and you can force the target to make a charisma saving throw when the spell ends, if the target fails their saving throw they are unaware that you used magic to influence its mood.

They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You can use this feature a mumber of times equal to your Charisma modifier and regain all expended uses on a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it.

Additionally, while you are not incapacitated, you have immunity to psychic damage, and whenever a creature deals psychic damage to you, that creature instead takes half the amount of damage it would have dealt.

Create Thrall

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your bonus action to cause one incapacitated humanoid or a humanoid that has died within 1 minute to become your thrall if it is within 30 feet of you. The thrall is then charmed by you and must follow all your orders as best it can, until a greater restoration spell is cast on it, it dies, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

In combat, your thrall shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Attack, Dash, Disengage, Help, Hide, or Search action. It gains temporary hitpoints equal to your warlock level + your charisma modifier at the start of it's first turn of combat and has resistance to psychic damage. When you are within 60 feet of your thrall and it can see you, it is immune to being charmed or frightened, and has advantage on Intelligence, Wisdom, and Charisma saving throws.

You can end your hold over a thrall at any time. When you do so, you can choose to force the creature to make an Intelligence saving throw. On a failure the creature takes 1d10 psychic damage for each of your Warlock levels and is considered insane if it survives the psychic damage. On a successful saving throw, the creature takes half the psychic damage and is not considered insane if it survives the damage.

Once you have used this feature you can't do so again until you finish a long rest and any previous thrall's are immune to your create thrall feature.

Undying

Expanded Spell List

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.

Undying Expanded Spells
Spell Level Spells
1st False Life, Inflict Wounds
2nd blindness/deafness, gentle repose
3rd animate dead, bestow curse
4th aura of life, death ward
5th hallow, raise dead

Bonus Cantrips

Starting at 1st level, you learn the spare the dying and chilltouch cantrips. You can cast them as a bonus action and when you do you can give either yourself or the target temporary hitpoints equal to your charisma modifier.

They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Among the Dead

At 1st level, undead have difficulty harming you.

You have resistance to necrotic damage and if an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell.

Undying Nature

Beginning at 6th level, your mortal body exhibits the telltale signs of the undead. You gain the following benefits:

  • You have advantage on death saving throws
  • You are immune to poison and disease.
  • You don't age and are immune to being magically aged.
  • You can use your action to reattach any severed limbs.
  • You don’t require air, food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

Necrotic Surge

Also at 6th level, your mastery of necromancy magics allows you to empower your spells.

When you use cast a necromancy spell of 1st level or higher, you can choose one of the following options:

  • Add half your warlock level + your charisma modifier to the damage roll.

  • Regain hitpoints equal to half your warlock level + your charisma modifier.

You can only use one option, once per turn. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses on a long rest.

Grave Walker

Starting at 10th level, you can cast speak with dead at will without expending a spell slot, have advantage on charisma checks if the target is undead and you are considered invisible to undead type creatures until you attack or cast a non-necromancy spell within 30 feet of one.

Additionally an undead type creature that fails their saving throw against your among the dead feature is charmed or frightened by you until the end of it's next turn.

Undead Fortitude

At 14th level, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You are immune to necrotic damage.
  • If you are reduced to 0 hit points but not killed outright, you can stand up and regain 1d8 hit points. You can use this feature once and can do so again after a short or long rest.

Wizard

Bladesinger

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, simple weapons and martial weapons. When you attack with a weapon you are proficient in, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You also gain proficiency in the Performance skill or 1 musical instrument of your choice.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • When you reduce a creature to 0 hitpoints as a result of a weapon attack, you regain hit points equal to twice your Intelligence modifier (minimum of +2) provided you are within 30 feet of the creature.

You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses of it when you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, your weapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Arcane Warrior

Starting at 14th level, your prowess in both martial and mystic battles can augment your tactical skills. You gain the following benefits:

  • When you use your action to cast a spell, you can make one weapon attack as a bonus action.

  • When you use your action to make a weapon attack, you can cast one cantrip as a bonus action, regardless of it's casting time.

  • While your bladesong is active, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Necromancer

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Additionally when you cast a necromancy spell with costly material components the cost is reduced by half.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy.

You don’t gain this benefit for killing constructs or undead.

Undead Ward

Also at 2nd level, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell.

An undead has disadvantage on their saving throw if you target it with an attack or a harmful spell.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already.

It is always prepared and when you cast animate dead it's range is 60 feet and you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. If you reduce a medium or smaller humanoid type creature to 0 hitpoints, you can cast animate dead as a reaction on the corpse.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.
  • The creature gains temporary hitpoints equal to your wizard level.

Inured to Undeath

Beginning at 10th level, you have advantage on death saving throws, resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

You can also cast Speak with Dead without expending a spell slot provided you know the spell and have it prepared.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose a number of undead creatures equal to your Intelligence Modifier (minimum of +1) that you can see within 60 feet of you. Those creatures must make a Charisma saving throw against your wizard spell save DC. If they succeed, you can’t use this feature on them again for 24 hours. If they fail, you can either destroy them if they are CR 3 or lower (if they are CR 4 or higher they are simply turned) or cause them to become charmed by you and obey your commands for 24 hours as if you had cast animate dead on them.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

War Magic

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a bonus to your AC against that attack or a bonus to that saving throw. The bonus is equal to your Intelligence Modifier (minimum of +1). When you reach level 10 this bonus is doubled.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one.

Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. When you reduce a creature to 0 hitpoints from a spell you cast, you gain one powersurge, as you steal their life force to empower your magic.

If you end a short or long rest with no power surges, you gain one power surge.

Once per turn when cast a wizard spell of 1st level or higher, you can spend one or more power surges to upcast the level of the spell per power surge spent, provided the spell can be upcast and you are capable of casting the spell at that level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm or enhance it's impact. While you maintain concentration on a spell, at the start of your turn you have either:

  • a bonus to AC and all saving throws equal to your Intelligence modifier.
  • a bonus to spell attack rolls and damage rolls equal to your Intelligence modifier.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

You gain a power surge for each creature that is reduced to 0 hit points as a result of this feature.