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Artificer

Artificer Specialist

At 3rd level, an artificer gains the Artificer Specialist feature. Here is a playtest option for that feature: the Armorer.

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tools of the Trade

3rd-level Armorer feature

You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Armorer Spells

3rd-level Armorer feature

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

Armorer Spells
Artificer Level Spell
3rd magic missile, shield
5th mirror image, shatter
9th hypnotic pattern, lightning bolt
13th fire shield, greater invisibility
17th passwall, wall of force

Power Armor

3rd-level Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand.

You gain the following benefits while wearing the power armor:

  • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.

  • You can use the power armor as a spellcasting focus for your artificer spells.

  • The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.

The armor continues to be power armor until you doff it, you don another suit of armor, or you die.

Armor Model

3rd-level Armorer feature

You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can change your power armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

Guardian. You design your armor to be in the frontline of conflict. It has the following features:

  • Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.
Rule Tip: Bonus Actions

If you gain the ability to take a bonus action, remember that you can take it only on your turn, and you can’t take more than one bonus action on that turn. For more information, see the “Bonus Actions” section on page 189 of the Player’s Handbook.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.


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Armor Modifications

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.

Perfected Armor

15th-level Armorer feature

Your power armor gains additional benefits based on its model, as shown below.

Guardian. Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

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

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

Artificer Infusions

When you choose your artificer infusions, you have access to the following options.

Armor of Magical Strength

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

Armor of Tools

Item: A suit of armor

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time.

The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Helm of Awareness

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

The infused item has 3 charges, and regains 1d3 expended charges daily at dawn.

Spell-Refueling Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.

Barbarian

Primal Path

At 3rd level, a barbarian gains the Primal Path feature. Here is a playtest option for that feature: the Path of the Beast.

Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.

Origin of the Beast
d4 Origin
1 One of your parents is a lycanthrope, and you’ve inherited some of the curse.
2 You are descended from a legendary druid, a fact manifested by your ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:

  • Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
  • Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
  • Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

Bestial Soul

6th-level Path of the Beast feature

The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also call on the feral spirit to help you adapt to your surroundings.

When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Rule Tip: Jumping Costs Movement

When you jump, every foot you clear on the jump costs a foot of your movement on the current turn. When a class feature, a spell, or another effect extends your jump, the bonus feet also cost movement. For more about jumping, see chapter 8 in the Player’s Handbook.

Infectious Fury

10th-level Path of the Beast feature

When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • Target takes 2d12 psychic damage.

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

Call the Hunt

14th-level Path of the Beast feature

The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.

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

Rule Tip: Temporary Hit Points Don’t Stack

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

[Revision: No changes.]

Barbarian

This document provides playtest options for the barbarian.

Primal Path

At 3rd level, a barbarian gains the Primal Path feature. Here is a playtest option for that feature: the Path of the Wild Soul.

Path of the Wild Soul 🔒

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.

When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.

Path of the Wild Soul Features

Barbarian Level Feature
3rd Lingering Magic, Wild Surge
6th Magic Reserves 1d4
10th Arcane Rebuke
14th Chaotic Fury, Magic Reserves 1d6

Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components.

Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

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

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Surge
d8 Effect
1 Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures, to a maximum of five times your barbarian level.
2 You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3 You conjure 1d4 intangible spirits that look like flumphs sprites in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. To determine the directions, roll a d8 and assign a direction to each die face. (continued)
Wild Surge (continued)
d8 Effect
3 At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
4 Arcane energy enshrouds you. Until your rage ends, you gain a +1 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
5 Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
6 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
7 Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
8 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.

Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.

You take force damage equal to five times the number rolled, and this damage cannot be reduced. When you reach 14th level in this class, you increase the die to a d6. Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.

Minor Revision: February 22, 2020

  • Wild Surge effect #1 temporary HP is now capped to five times your barbarian level.

Bard

This document provides playtest options for the bard.

Bardic College

At 3rd level, a bard gains the Bardic College feature. Here is a playtest option for that feature: the College of Creation.

College of Creation

Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.

Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation.

Note of Potential

3rd-level College of Creation feature

You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.

Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.

Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.

Animating Performance

6th-level College of Creation feature

Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points.

In combat, the item 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 Dash, Disengage, Help, Hide, or Search action. When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.

Once you animate an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.


Dancing Item

Large or smaller construct, neutral


  • Armor Class 16 (natural armor)
  • Hit Points equal the dancing item’s Constitution modifier + your Charisma modifier + five times your level in this class
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (−4) 10 (+0) 6 (−2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Endless Waltz. Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action. Immutable Form. The item is immune to any spell or effect that would alter its form.

Actions (Requires Your Bonus Action)

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + your Charisma modifier force damage.

Performance of Creation

14th-level College of Creation feature

Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level and must be Large or smaller.

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Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player’s Handbook.

The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item’s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.

Once you create an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

Bard

This document provides playtest options for the bard.

Bardic College

At 3rd level, a bard gains the Bardic College feature. Here is a playtest option for that feature: the College of Eloquence.

College of Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.

Universal Speech

3rd-level College of Eloquence feature

You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn’t speak any languages.

Soothing Words

3rd-level College of Eloquence feature

You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

Undeniable Logic

6th-level College of Eloquence feature

You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.

As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following:

  • The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.

  • The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.

Infectious Inspiration

14th-level College of Eloquence feature

When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Bard

College of Spirits

Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets or other means, they reach out to hear their stories, but the bards have no control over what story they find.

Guiding Whispers

3rd-level College of Spirits Feature
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus

3rd- and 6th-level College of Spirits Feature
Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.

At 6th level, when you cast a bard spell that deals damage or restores hit points through the while holding your Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.

This feature can only be used once per turn. This effect applies only if the spell has a somatic or a material component.

Tip: Spellcasting Requirements

A spellcaster must have a hand free to access a spell's material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. A spell with somatic (S) components but no material (M) components requires a free hand to cast.

Tales From Beyond

3rd-level College of Spirits Feature
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind for 10 minutes or until you bestow the tale's effect. or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirits' Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

Spirit's Tales

Insp. Die Tale
1 Beast. You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn't incapacitated.
2 Warrior. You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Friends. You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Runaway. You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction.
5 Avenger. You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker.
6 Hero. You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet.
7 Fey. You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself within its reach that you mentally choose. The target can act normally on its turn if you choose no other creature.
8 Dark Spirit. You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn.

Spirit's Tales (cont.)

Insp. Die Tale
9 Giant. You speak of the deeds of a mighty giant. Each creature A number of creatures up to your Charisma modifier (minimum of one) of the target's choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Celestial You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.

Spirit Session

6th-level College of Spirits Feature
You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.

Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Mystical Connections

14th-level College of Spirits Feature
Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale's effect, without expending it.

Cleric

This document provides playtest options for the cleric.

Divine Domain

At 1st level, a cleric gains the Divine Domain feature. Here is a playtest option for that feature: the Twilight Domain.

Twilight Domain 🔒

The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.

Twilight Domain Spells
Cleric Level Spells
1st faerie fire, sleep
3rd darkness, invisibility
5th aura of vitality, Leomund’s tiny hut
7th aura of life, greater invisibility
9th circle of power, dream

Bonus Proficiencies

1st-level Twilight Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain feature

Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Vigilant Blessing

1st-level Twilight Domain feature

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

1st-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

On the turn you activate this feature, you can grant any number of creatures within this radius (including you) one of the following benefits of your choice for each creature.

  • Give it 1d8 temporary hit points.
  • End one effect causing it to be charmed or frightened.
Rule Tip: Temporary Hit Points Don’t Stack

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Steps of the Brave

6th-level Twilight Domain feature

You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:

  • You have advantage on saving throws against being frightened.
  • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

Divine Strike

8th-level Twilight Domain feature

You gain the ability to infuse your weapon strikes 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Midnight Shroud

17th-level Twilight Domain feature

You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Cleric

At 1st level, a cleric gains the Divine Domain feature. Here is a playtest option for that feature: the Unity Domain.

Unity Domain

A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.

Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.

Unity Deities
Deity Pantheon
Angharradh Elven
Athena Greek
Berronar Truesilver Dwarven
Boldrei Eberron
Cyrrollalee Halfling
Eldath Forgotten Realms
Gaerdal Ironhand Gnomish
Heimdall Norse
Paladine Dragonlance
Rao Greyhawk

Domain Spells

1st-level Unity Domain feature You gain domain spells at the cleric levels listed in the Unity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Unity Domain Spells
Cleric Level Spells
1st heroism, shield of faith
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, guardian of faith
9th greater restoration, Rary’s telepathic bond

Emboldening Bond

1st-level Unity Domain feature

You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

Channel Divinity: Shared Burden

2nd-level Unity Domain feature

You can use your Channel Divinity to protect your allies through the strength of your shared bonds. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures.

Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

Protective Bond

6th-level Unity Domain feature The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage.

This resistance lasts until the end of the current turn.

Potent Spellcasting

8th-level Unity Domain feature You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Rule Tip: Divine Strike vs. Potent Spellcasting

The Divine Domains in the Player’s Handbook each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting.

Enduring Unity

17th-level Unity Domain feature

The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

  • The creature has advantage on attack rolls, ability checks, and saving throws
  • The creature gains resistance to all damage
  • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

Druid

Druid Circle

At 2nd level, a druid gains the Druid Circle feature. Here is a playtest option for that feature: the Circle of the Stars.

Circle of the Stars

An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Map

2nd-level Circle of the Stars feature

You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.

Star Map
d6 Map Form
1 A scroll of living wood that aligns with heavenly bodies
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Tempered glass disks that align to depict constellations

If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Starry Form

2nd-level Circle of the Stars feature

You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10- foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you’re incapacitated.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

  • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class
  • Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
  • Dragon. A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

6th-level Circle of the Stars feature

You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

  • Weal (even). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Full of Stars

10th-level Circle of the Stars feature

While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

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Star Flare

14th-level Circle of the Stars feature

Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.

Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.

Druid

Druid Circle

At 2nd level, a druid gains the Druid Circle feature. Here is a playtest option for that feature: the Circle of Wildfire.

Circle of Wildfire 🔒

Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.

Circle Spells

2nd-level Circle of Wildfire feature

You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire 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 Wildfire Spells
Druid Level Spells
3rd locate animals or plants, scorching ray
5th fireball, plant growth
7th aura of life, fire shield
9th flame strike, raise dead

Summon Wildfire

2nd-level Circle of Wildfire feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.

The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. 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 to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.


Wildfire Spirit

Small elemental, any chaotic alignment


  • Armor Class 13 (natural armor)
  • Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 20 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Nature +4
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge Challenge and XP

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.

Actions (Requires Your Bonus Action)

Flame Seed. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 fire damage.

Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.

Enhanced Bond

6th-level Circle of Wildfire feature

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Flames of Life

10th-level Circle of Wildfire feature

You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Blazing Endurance

14th-level Circle of Wildfire feature

The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. Once you use this feature, you can’t use it again until you finish a long rest.

Fighter

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. Here is a playtest option for that feature: the Psi Knight.

Psi Knight

Awake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor.

As a Psi Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

Psionic Talent

3rd-level Psi Knight feature

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.

Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Telekinetic Adept

7th-level Psi Knight feature

You have mastered new ways to use your telekinesis:

Psionic Thrust. When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Telekinetic Movement. If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.

Psi-Enhanced Metabolism

10th-level Psi Knight feature

The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.

Bulwark of Force

15th-level Psi Knight feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

Telekinetic Master

18th-level Psi Knight feature

Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.

Fighter

This document provides playtest options for the fighter.

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. Here is a playtest option for that feature: the Rune Knight.

Rune Knight 🔒

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan.

Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Magic

3rd-level Rune Knight feature

You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields. Only Rune Knights are able to use the magic of these runes.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. Unlike magic items, these runes do not take up attunement slots.

Each time you gain a level in this class, you can replace one rune you know with a different one.

Rune Options

Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Haug (Hill Rune). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ild (Fire Rune). This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. This does not affect downtime in any way.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ise (Frost Rune). This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. This effect can stack with itself if used multiple times.

Skye (Cloud Rune). This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Stein (Stone Rune). This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Uvar (Storm Rune). Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Defensive Runes

7th 3rd-level Rune Knight feature

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 30 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). The range of this ability increases to 60 feet at 7th level.

Giant Might

3rd 7th-level Rune Knight feature

You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your weapon attacks deal an extra 1d6 damage.
  • You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

Great Stature

10th-level Rune Knight feature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. This does not affect your size category. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Rune Magic Mastery

15th-level Rune Knight feature

You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

Blessing of the All Father

18th-level Rune Knight feature

You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

Revision History Current Edition: v0.2 (Feb 22, 2020)

  • Removed change of maximum three rune 'attunements', back to no limit like the original UA document.
  • Shifted the Defensive Runes feature to 3rd level, keeping its range at 30 feet and letting it return to its original UA range of 60 feet at 7th level. Third rune slot is kept at 7th level, given to Giant's Might.
  • Rune Knight v0.1

Monk

This document provides playtest options for the monk.

Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for that feature: the Way of the Astral Self.

Way of the Astral Self

Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.

Forms of Your Astral Self

The astral self is a translucent embodiment of the monk’s psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.

When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.

Way of the Astral Self Features
Monk Level Feature
3rd Arms of the Astral Self
6th Visage of the Astral Self
10th Awakening of the Astral Self
14th Complete Astral Self

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character.

While your astral arms are summoned, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage; you choose the type of damage when you gain this feature. (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
  • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.

Visage of the Astral Self

Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.

While your visage is summoned, you gain the following benefits.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Awakening of the Astral Self

Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, lightning, or force 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.

Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can expend 1 ki point to deal extra damage to the target equal to your Martial Arts die.

Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you.

Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Complete Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.

While your astral self is summoned, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.

Ki Consumption. When a creature within 10 feet of you is reduced When you reduce a creature within 10 feet of you to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).

Monk

This document provides playtest options for the monk.

Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for that feature: the Way of Mercy.

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help— whether ailing or evil—they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table.

Merciful Mask
d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Implements of Mercy

3rd-level Way of Mercy feature

You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner’s kit.

Hands of Healing

3rd-level Way of Mercy feature

Your mystical touch can mend wounds. As anaction, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.

Hands of Harm

3rd-level Way of Mercy feature

You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.

Noxious Aura

6th-level Way of Mercy feature

As a bonus action, you spend 2 ki points 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required).

While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).

Healing Technique

11th-level Way of Mercy feature

Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.

Hand of Mercy

17th-level Way of Mercy feature

Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.

You can have only one creature under the effect of this feature at a time.

Rule Tip: You’re a Creature

A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual. Player characters—including your character— are all creatures, and most of them are humanoids, one of the game’s types.

[Revision: The 6th level feature "Noxious Aura" costs 2 ki points instead of one.]

Monk

At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for that feature: Way of the Ascendant Dragon.

Way of the Ascendant Dragon

Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies.

As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.

d6 Origin
1 You honed your abilities by observing a dragon and aligning your ki with their worldaltering power.
2 A dragon personally took an active role in shaping your inner energy.
3 You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.
4 You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6 After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.

Draconic Disciple

3rd-level Way of the Ascendant Dragon feature

You can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon’s breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:

  • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • If you can’t already, you learn to speak, read, and write Draconic.
  • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Breath of the Dragon

3rd-level Way of the Ascendant Dragon feature

You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.

At 11th level, the damage of your breath increases to three rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Wings Unfurled

6th-level Way of the Ascendant Dragon feature

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.

Aspect of the Wyrm

11th-level Way of the Ascendant Dragon feature

The power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:

  • You and your allies within your aura gain resistance to the chosen damage type.
  • Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

Ascendant Aspect

17th-level Way of the Ascendant Dragon feature

Your draconic ki reaches its peak. You gain the following benefits:

  • You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature’s turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.
  • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).

Paladin

Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. Here is a playtest option for that feature: the Oath of the Watchers.

Oath of the Watchers

Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keento survive what lies beyond.

Oath Spells

3rd-level Oath of the Watchers feature

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

Oath of the Watchers Spells
Paladin Level Spells
3rd alarm, chromatic orb
5th augury, moonbeam
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, hallow

Channel Divinity

3rd-level Oath of the Watchers feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration 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. 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.

Aura of the Sentinel

7th- and 18th-level Oath of the Watchers feature

You emit an aura of alertness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

15th-level Oath of the Watchers feature

You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.

Mortal Bulwark

20th-level Oath of the Watchers feature

You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight in a 120-foot radius.
  • You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
  • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t bebanished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest.

Ranger

At 3rd level, a ranger gains the Ranger Archetype feature. Here is a playtest option for that feature: the Drakewarden.

Drakewarden

Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the aweinspiring power wielded by dragons.

Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.

Drakewarden Origin

d6 Origin
1 You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
4 You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

3rd-level Drakewarden feature

The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

  • If you can’t already, you learn to speak, read, and write Draconic.
  • You learn the thaumaturgy cantrip, which is a ranger spell for you.

Drake Companion

3rd-level Drakewarden feature

You can magically summon the drake bound to you. As an action, By concentrating for one minute, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you spend a minute concentrating and expend a spell slot of 1st level or higher to summon it. The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die or the drake dies. Anything the drake was wearing or carrying is left behind when the drake vanishes.


Drake Companion

Small dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Dex +1 plus PB, Wis +2 plus PB
  • Skills skills
  • Damage Immunities determined by the drake’s Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Challenge Challenge and Xp

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity, the damage of its bite, and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB damage of a type determined by the drake’s Draconic Essence.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

7th-level Drakewarden feature

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:

  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.

Drake’s Breath

11th-level Drakewarden feature

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

15th-level Drakewarden feature

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • The drake grows to Large size.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.

Ranger

Ranger Archetype

At 3rd level, a ranger gains the Ranger Archetype feature. Here is a playtest option for that feature: the Fey Wanderer.

Fey Wanderer

As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Delicate horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Fey Wanderer Magic

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

Fey Wanderer Spells
Ranger Spell
3rd charm person
5th misty step
9th dispel magic
13th banishment
17th mislead

Cunning Will

3rd-level Fey Wanderer feature

Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Dreadful Strikes

3rd-level Fey Wanderer feature

You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.

When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.

Blessings of the Courts

7th-level Fey Wanderer feature

You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier

Beguiling Twist

11th-level Fey Wanderer feature

You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • The creature takes 3d10 psychic damage.

Misty Presence

15th-level Fey Wanderer feature

You can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.

Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.

Ranger

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Magic

3rd-level Swarmkeeper feature

You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Swarmkeeper Spells
Ranger Level Spells
3rd faerie fire
5th web
9th gaseous form
13th giant insect
17th insect plague

Gathered Swarm

3rd-level Swarmkeeper feature

You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.

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

Writhing Tide

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:

  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.

Scuttling Eyes

11th-level Swarmkeeper feature

As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. This spirit counts as a creature. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

Gathered Swarm Improvement

11th-level Swarmkeeper feature

The extra damage from your swarm increases to 2d6.

Storm of Minions

15th-level Swarmkeeper feature

Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you.

The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.

Rogue

At 3rd level, a rogue gains the Roguish Archetype feature. Here is a playtest option for that feature: Phantom.

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a god of death?

Whispers of the Dead

3rd-level Phantom feature

Echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.

Wails from the Grave

3rd-level Phantom feature

As you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed

9th-level Phantom feature

When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to determine it.

While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum.

As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free.

Ghost Walk

13th-level Phantom feature

You can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death Knell

17th-level Phantom feature

When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.

Rogue

At 3rd level, a rogue gains the Roguish Archetype feature. Here is a playtest option for that feature: the Soulknife.

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic.

These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.

Psionic Talent

3rd-level Soulknife feature

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success. This cannot be used for downtime.

Psychic Whispers. You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psychic Blades

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

9th-level Soulknife feature Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.

Psychic Teleportation. If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die.You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.

Psionic Veil

13th-level Soulknife feature

You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

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Rend Mind

17th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier).

Unless the save succeeds, the target is stunned until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

Sorcerer

At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is a playtest option for that feature: the Clockwork Soul.

Clockwork Soul

A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.

The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.

Manifestations of Mechanus
d6 Manifestation
1 Large, spectral cogwheels appear hovering behind you.
2 The hands of a clock appear in your eyes.
3 Your skin glows with a golden, metallic sheen.
4 Your features become unnaturally angular, like geometric objects.
5 Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus.
6 The ringing of a clock can be heard by you and those affected by your magic.

Clockwork Magic

1st-level Clockwork Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. You can learn one additional spell from the Clockwork Spell table below when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Clockwork Spells
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd find traps, heat metal
5th counterspell, glyph of warding
7th arcane eye, Otiluke’s resilient sphere
9th animate objects, wall of force

Restore Balance

1st-level Clockwork Soul feature

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

Bulwark of Law

6th-level Clockwork Soul feature

You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

Trance of Order

14th-level Clockwork Soul feature

You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.

Clockwork Cavalcade

18th-level Clockwork Soul feature

You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.

Sorcerer

At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is a playtest option for that feature: the Psionic Soul.

Psionic Soul

One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won’t fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin’s abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.

As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness?

Consult the Psionic Origins table for a possible origin of your power.

Psionic Origins
d10 Origin
1 You were exposed to the Far Realm’s warping influence. You can now use your mind in ways you never thought possible, and you’re also convinced that a tendril is growing upon you.
2 A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you.
3 You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself.
4 A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit’s memories invade your dreams.
5 Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you.
6 Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles.
7 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus.
Psionic Origins (continued)
d10 Origin
8 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
9 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin!
10 You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers.

Psionic Talent

1st-level Psionic Soul feature

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psionic Discovery. You can unlock the ability to cast a mind-oriented sorcerer spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.

Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

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Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psychic Strike

6th-level Psionic Soul feature

You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

Mind Over Body

14th-level Psionic Soul feature You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Psychic Aura

18th-level Psionic Soul feature

If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-footradius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.

Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

Warlock

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a playtest option for that feature: the Lurker in the Deep.

The Lurker in the Deep 🔒

You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea.

The Lurker's Clutches

Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.

Expanded Spell List

1st-level Lurker in the Deep feature

The Lurker in the Deep 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.

Lurker Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, Evard's black tentacles
5th commune with nature, cone of cold

Grasp of the Deep

1st-level Lurker in the Deep feature

At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) (you choose the damage type when you gain this feature) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 20 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses when you finish a long rest. You may use this feature once at 1st level, twice at 6th level, and three times as 12th level. Once you have used this feature the maximum number of times for your warlock level, you must finish a long rest to regain all expended uses.

Scion of the Deep

1st-level Lurker in the Deep feature

At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.

Fathomless Soul

6th-level Lurker in the Deep feature

At 6th level, your patron grants you greater abilities. You gain the following benefits:

  • You can breathe both air and water.
  • You gain a swimming speed equal to your walking speed.
  • You gain resistance to cold damage.

Guardian Grasp

6th-level Lurker in the Deep feature

At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.

Devouring Maw

10th-level Lurker in the Deep feature

Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level.

Once you use this feature, you can't do so again until you finish a short or long rest.

Unleash the Depths

14th-level Lurker in the Deep feature

Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

Warlock

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a playtest option for that feature: the Genie.

The Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.

You choose your patron’s kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.

Genie Kind
d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Expanded Spell List

1st-level Genie feature

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.

Genie’s Vessel

1st-level Genie feature

Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.

Genie’s Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus.

You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Genie Expanded Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave burning hands fog cloud
2nd phantasmal force spike growth gust of wind scorching ray blur
3rd create food and water meld into stone wind wall fireball sleet storm
4th phantasmal killer stone shape greater invisibility fire shield control water
5th creation wall of stone seeming flame strike cone of cold
9th wish

Elemental Gift

6th-level Genie feature

You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel

10th-level Genie feature

When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

14th-level Genie feature

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

Warlock

The Undead

The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron's countless lifetimes of experience, while it may see you as a piece of a centuries long plan.

Expanded Spell List

1st-level Undead Feature
The Undead 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.

Undead Expanded Spell List
Spell Level Spells
1st Bane, False Life
2nd Blindness/Deafness, Phantasmal Force
3rd Speak With Dead, Phantom Steed
4th Death Ward, Greater Invisibilty
5th Antilife Shell, Cloudkill

Form of Dread

1st-level Undead Feature
You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.

  • Once on each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. You can use this benefit a number of times per transformation equal to half your warlock level, rounded down.

  • You have advantage on saving throws to avoid being frightened. At 10th level, you are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.

Grave Touched

6th-level Undead Feature

Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die you can add your proficiency bonus to the roll when determining the necrotic damage the target takes.

Mortal Husk

10th-level Undead Feature

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you must make a Constitution saving throw or take necrotic damage equal to 2d10 + your warlock level, taking only half on a success. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can't do so again until you finish 1d4 a long rests.

Spirit Projection

14th-level Undead Feature

Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour 10 minutes or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

Wizard

At 2nd level, a wizard gains the Arcane Tradition feature. Here is a playtest option for that feature: Order of Scribes.

Order of Scribes

Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish.

And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!

Wizardly Quill

2nd-level Order of Scribes feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The gold and time you must spend to copy a spell into your spellbook is halved if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Wizard Rework Notes

If you rework/rebirth out of Order of Scribes, you must either retroactively pay the remaining cost of your scribed spells to keep them, or remove them from your spellbook.

Awakened Spellbook

2nd-level Order of Scribes feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting. The new damage type cannot be bludgeoning, piercing, slashing, or force damage.
  • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Master Scrivener

6th-level Order of Scribes feature

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are detailed in the server rulebook. described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll is halved if you use your Wizardly Quill.

Manifest Mind

10th-level Order of Scribes feature

You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. As a bonus action, you can cause the spectral mind to hover up to 30 feet to an space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

One with the Word

14th-level Order of Scribes feature

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

==========================

Spell Scroll Downtime Crafting

Spell Scroll Costs (for server reference, 5.16.20)
Spell Time Cost
Cantrip 1 days 25gp
1st 2 days 75gp
2nd 3 days 225gp
3rd 1 workweek 500gp
4th 2 workweeks 1,500gp
5th 4 workweeks 2,500gp
6th 8 workweeks 5,000gp
7th 16 workweeks 10,000gp
8th 24 workweeks 25,000gp
9th 32 workweeks 100,000gp

One downtime point is considered one workweek, or five days. For spell scroll crafting, we no longer follow the DMG guidelines, which are unfortunately ill-fitted for a West Marches server.

Expanded Spell List

The following expanded spell lists are compiled from a number of UA document, as well as a modified version of the Expanded Spell List of the UA Variant Class Features document. All UA spells listed can be found in this document.

Bard Spells

1st Level
  • Cause fear
  • Color spray
  • Command
2nd Level
  • Aid
  • Enlarge/reduce
  • Mind spike
  • Mirror image
3rd Level
  • Mass healing word
  • Slow
  • Summon fey spirit (S&T)
  • Tiny servant
4th Level
  • Intellect fortress (Psionics, R.)
  • Phantasmal killer
5th Level
  • Contact other plane
  • Rary’s telepathic bond
6th Level
  • Heroes’ feast
  • Mental prison
  • Scatter
  • Tenser’s transformation
7th Level
  • Power word pain
  • Prismatic spray
8th Level
  • Antipathy/sympathy
  • Maze
9th Level
  • Prismatic wall

Cleric Spells

1st Level
  • Cause fear
3rd Level
  • Spirit shroud (S&T)
5th Level
  • Skill empowerment
  • Summon celestial spirit (S&T)
  • Wall of light
6th level
  • Otherworldly form (S&T)
9th Level
  • Power word heal

Druid Spells

Cantrips (0 Level)
  • Acid splash
1st Level
  • Ceremony
  • Protection from evil and good
2nd Level
  • Augury
  • Continual flame
  • Enlarge/reduce
  • Summon bestial spirit (S&T)
3rd Level
  • Summon fey spirit (S&T)
  • Thunder step
  • Wall of sand
4th Level
  • Divination
  • Fire shield
  • Summon elemental spirit (S&T)
5th Level
  • Cone of cold
  • Dawn
  • Immolation
6th Level
  • Flesh to stone
7th Level
  • Symbol
8th Level
  • Incendiary cloud
9th Level
  • Mass polymorph
  • Power word heal

Paladin Spells

2nd Level
  • Gentle repose
  • Prayer of healing
  • Warding bond
3rd Level
  • Life transference
  • Spirit shroud (S&T)
5th Level
  • Dawn (Xanathar’s Guide)
  • Flame strike
  • Summon celestial spirit (S&T)

Ranger Spells

1st Level
  • Entangle
2nd Level
  • Aid
  • Gust of wind
  • Magic weapon
  • Enhance ability
  • Summon bestial spirit (S&T)
  • Warding bond
3rd Level
  • Meld into stone
  • Tongues
4th Level
  • Death ward
  • Dominate beast
5th Level
  • Awaken
  • Greater restoration

Sorcerer Spells

Cantrips (0 Level)
  • Mind sliver (Psionics, R.)
  • Primal savagery
1st Level
  • Acid stream (S&T)
  • Grease
  • Protection from evil and good
2nd Level
  • Flame blade
  • Flaming sphere
  • Mind thrust (Psionics, R.)
3rd Level
  • Summon fey spirit (S&T)
  • Summon shadow spirit (S&T)
  • Vampiric touch
4th Level
  • Fire shield
  • Intellect fortress (Psionics, R.)
  • Summon aberrant spirit (S&T)
  • Summon elemental spirit (S&T)
6th Level
  • Flesh to stone
  • Otherworldly form (S&T)
8th Level
  • Demiplane
9th Level
  • Foresight

Expanded Spell List (cont.)



Warlock Spells

Cantrips (0 Level)
  • mind sliver (Psionics, R.)
1st Level
  • Thunderwave
2nd Level
  • Knock
3rd Level
  • Animate dead
  • Life transference
  • Spirit shroud (S&T)
  • Summon fey spirit (S&T)
  • Summon shadow spirit (S&T)
  • Summon undead spirit (S&T)
4th Level
  • Summon aberrant spirit (S&T)
5th Level
  • Mislead
  • Modify memory
  • Planar binding
  • Teleportation circle
6th Level
  • Create homunculus (Xanathar’s Guide)
  • Magic jar
  • Otherworldly form (S&T)
  • Summon fiendish spirit (S&T)
7th Level
  • Project image
8th Level
  • Abi-Dalzim’s horrid wilting (Xanathar’s Guide)
9th Level
  • Gate
  • Shapechange
  • Weird

Wizard Spells

Cantrips (0 Level)
  • Mind sliver (Psionics, R.)
1st level
  • Acid stream (S&T)
2nd Level
  • Augury
  • Enhance ability
  • Mind thrust (Psionics, R.)
3rd Level
  • Speak with dead
  • Spirit shroud (S&T)
  • Summon fey spirit (S&T)
  • Summon shadow spirit (S&T)
  • Summon undead spirit (S&T)
4th Level
  • Divination
  • Intellect fortress (Psionics, R.)
  • Summon aberrant spirit (S&T)
  • Summon elemental spirit (S&T)
6th Level
  • Otherworldly form (S&T)
  • Summon fiendish spirit (S&T)

Breakdown

  • All spells from non-UA sources were pulled from the UA Versatility document, as suggested by Wizards of the Coast.
  • From the list, two major changes were made - firstly, all Paladin and Ranger spells were removed from the expanded list, as making their spells available to full caster classes would invalidate much of their appeal.
  • Secondly, the spells Revivify and Spirit Guardians were removed from the list, as those spells are both powerful and iconic to clerics in particular, especially at early levels.
  • The only two UA currently on this list is the Spells and Magic Tattoos UA and the Psionics, Revisited UA. All spells from these sources are currently unchanged.

Spells: UA Psionics, Revisited

The spells are presented in alphabetical order.

Intellect Fortress

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Casting Time: Range: Components: Duration:

Mind Sliver

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Thrust

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Spells: Spells & Magic Tattoos

Acid Stream

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a bit of rotten food)
  • Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Otherworldly Form

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Spirit Shroud

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil.

Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

Summon Aberrant Spirit

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Aberrant Spirit

Medium aberration, neutral evil


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the aberration’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 30 ft., fly 30 ft. (Beholderkin only; hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Damage Immunities psychic
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech, understands the languages you speak

  • Regeneration (Slaadi Only) The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point.
  • Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn’t incapacitated.

(statblock continued to next page)


Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).

Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 30 ft., one target. Hit: Hit: 1d8 + 3 + the spell’s level psychic damage.. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.

Claws (Slaadi Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level psychic damage.

Psychic Slam (Star Spawn Only). Melee Spell Attack: +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 1d6 + 3 + the spell’s level psychic damage.

Summon Bestial Spirit

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block below. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Bestial Spirit

Small beast, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the beast’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−4) 14 (+2) 5 (−3)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Amphibious (Water Only). The beast can breathe air and water.
  • Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).

Maul.. Melee Weapon Attack: +4 + the spell’s level to hit, reach 5 ft., one target. Hit: Hit: Hit: 1d8 + 4 + the spell’s level piercing damage.

Summon Celestial Spirit

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block below. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Celestial Spirit

Large celestial, neutral good


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the celestial’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

  • Damage Resistances radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Celestial, understands the languages you speak

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).

Radiant Bow (Avenger Only). Ranged Weapon Attack: +2 + the spell’s level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

Summon Elemental Spirit

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block below. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Elemental Spirit

Medium elemental, neutral


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the elemental’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 40 ft., fly 40 ft. (Air only, hover), burrow 40 ft. (Earth only), swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (−4) 10 (+0) 16 (+3)

  • Damage Resistances lightning, thunder (Air only);piercing, slashing (Earth only); acid (Water only)
  • Damage Immunities poison; fire (Fire only)
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial, understands the languages you speak
  • Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: +4 + the spell’s level to hit, reach 5 ft., one target. Hit: Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Summon Fey Spirit

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded flower worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block below. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Fey Spirit

Small fey, chaotic good


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the fey’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Sylvan, understands the languages you speak
  • Fey Step. As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.
  • Darkening Step (Deceitful Only). Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey’s next turn.
  • Ecstatic Step (Joyful Only). Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.
  • Impassioned Step (Furious Only). Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.

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Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).

Shortsword. Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Summon Fiendish Spirit

6th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
  • Duration: Concentration, up to 1 hour

You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block below. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Fiendish Spirit

Large fiend, chaotic evil (Demon only), lawful evil (Devil only), or neutral evil (Yugoloth only)


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the fiend’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Infernal, telepathy 60 ft.

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  • Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
  • Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.
  • Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).

Bite (Demon Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

Summon Shadow Spirit

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (tears inside a crystal vial worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block below. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Shadow Spirit

Medium monstrosity, neutral evil


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the shadow’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (−4) 10 (+0) 16 (+3)

  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common, understands the languages you speak
  • Bloodthirsty Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
  • Shadow Stealth (Fear Only). While in dim light or darkness, the spirit can take the Hide action as a bonus action.
  • Weight of Ages (Despair Only). Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Chilling Rend. Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the spell’s level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Undead Spirit

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded humanoid skull worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block below. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Undead Spirit

Medium undead, neutral evil


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points equal the undead’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
  • Speed 30 ft., fly 40 ft. (Ghostly only; hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−4) 10 (+0) 9 (−1)

  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, understands the languages you speak
  • Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
  • Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Deathly Touch (Ghostly Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell’s level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Feats: UA Psionics, Revisited (2020)

Metabolic Control

Prerequisite: Psionic Talent feature or Wild Talent feat

You have refined psionic control over your body’s functions. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
  • If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can’t meditate in this way again until you finish a long rest.

Telekinetic

Prerequisite: Psionic Talent feature or Wild Talent feat

You learn to move things with your mind. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.

Telepathic

Prerequisite: Psionic Talent feature or Wild Talent feat

You awaken the ability to mentally connect with others. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.

Tower of Iron Will

Prerequisite: Psionic Talent feature or Wild Talent feat

Your mind’s defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.

Wild Talent

You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement.

You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psi-Boosted Ability. When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed. This cannot be used for downtime.

Psi-Guided Strike. Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).. If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Unearthed Arcana: Feats (2020)

Artificer Initiate

You’ve learned some of an artificer’s inventiveness, granting you the following benefits:

  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list.
  • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • After expending 15 gp worth of ingredients, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Fey Touched

Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
  • You ignore the loading property of firearms.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol firearm you are holding.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature

You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage against a creature, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Poisoner

You can prepare and deliver deadly poisons, gaining the following benefits:

  • When you make a damage roll, you ignore resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 damage and become poisoned until the end of your next turn. Unused poison expires seven days after being made.

Practiced Expert

You have honed your proficiency with particular skills or tools, gaining the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one skill or tool of your choice.
  • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Shadow Touched

You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Shield Training

You’ve trained in the effective use of shields. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with shields.
  • In combat, you can don or doff a shield as the free object interaction on your turn.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Tandem Tactician

This feat is not permitted on this server.

Tracker

You have spent time hunting creatures and honed your skills, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn the hunter’s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
  • You have advantage on Wisdom (Survival) checks to track creatures.

Psychic Warrior (Fighter)

Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.

As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionic Armament

3rd-level Psychic Warrior feature

You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.

Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 d6 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12 d8.

Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.

Telekinetic Hand

3rd-level Psychic Warrior feature You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.

Strength of Mind

7th-level Psychic Warrior feature

As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved.

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.

Telekinetic Bulwark

10th-level Psychic Warrior feature

When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.

Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature.

Psionic Armament Improvement

10th-level Psychic Warrior feature

When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12 d8 , and your Augmented Strikes dice increases to a d6.

Agonizing Strikes

15th-level Psychic Warrior feature

Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.

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.

Psychic Dreadnaught

18th-level Psychic Warrior feature

The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated:

  • At the start of each of your turns, you regain 10 hit points.
  • Your walking speed increases by 10 feet.
  • If you're prone, you can stand up by spending 5 feet of movement.

Once you activate this feature, you can't use it again until you finish a long rest.

Rune Knight 🔒 (old, v0.1)

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan.

Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Magic

3rd-level Rune Knight feature

You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields. Only Rune Knights are able to use the magic of these runes.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. You may only have three runes active at any given time and must use a short rest to attune to different runes that you have in place already. Unlike magic items, these runes do not take up attunement slots.

Each time you gain a level in this class, you can replace one rune you know with a different one.

Rune Options

Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Haug (Hill Rune). This rune's magic bestows a resilience reminiscent of a hill giant. While this rune is active and you are wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ild (Fire Rune). This rune's magic channels the masterful craftsmanship of fire giant smiths. While this rune is active and you are wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. This does not affect downtime in any way.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ise (Frost Rune). This rune's magic evokes a frost giant's stoic calm. While this rune is active and you are wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. This effect can stack with itself if used multiple times.

Skye (Cloud Rune). This rune's magic emulates the deceptiveness of a cloud giant. While this rune is active and you are wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Stein (Stone Rune). This rune's magic channels the insightfulness of a stone giant. While this rune is active and you are wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Uvar (Storm Rune). Using this rune, you can glimpse the future like a storm giant. While this rune is active and you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Giant Might

3rd 7th-level Rune Knight feature

You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your weapon attacks deal an extra 1d6 damage.
  • You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Defensive Runes

7th-level Rune Knight feature

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 30 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

Great Stature

10th-level Rune Knight feature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. This does not affect your size category. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Rune Magic Mastery

15th-level Rune Knight feature

You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

Blessing of the All Father

18th-level Rune Knight feature

You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

The Revived 🔒 (Rogue, now Phantom)

You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living.

Tokens of Past Lives

3rd-level Revived feature

You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest. The proficiency gained from this feature cannot be used for downtime.

Revived Nature

3rd-level Revived feature

Your newfound connection to death gives you the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

Bolts from the Grave

3rd-level Revived feature

You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn. When you use your Sneak Attack in this way, you cannot use your Sneak Attack until the start of your next turn.

Connect with the Dead

9th-level Revived feature

You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.

Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.

Revived Capabilities
d3 Capability
1 You learn how to speak, read, and write one language of your choice.
2 You gain one skill or tool proficiency of your choice.
3 You gain proficiency with one saving throw of your choice.

After you cast the spell with this feature, you can't do so again until you finish a short or long rest.

Audience with Death

13th-level Revived feature

When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.

In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.

Ethereal Jaunt

17th-level Revived feature

Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.

Soulknife (Rogue, old UA)

A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.

Psychic Blade

3rd-level Soulknife feature

As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.

The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.

Psionic Enhancement

3rd-level Soulknife feature

You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:

  • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
  • Increase your walking speed by 5 feet.
  • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.

Terrifying Blade

9th-level Soulknife feature

Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.

Psychic Veil

13th-level Soulknife feature

You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.

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.

Rend Mind

17th-level Soulknife feature

You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.

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.

Aberrant Mind 🔒

An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.

Unique Disturbance

Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic.

Invasive Thoughts

1st-level Aberrant Mind feature

At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Psionic Spells

1st-level Aberrant Mind feature

Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. You can learn one additional spell from the Psionic Spell table below when you reach certain levels in this class. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Psionic Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th compulsion, Evard's black tentacles
9th modify memory. Rary's telepathic bond

Warped Being

1st-level Aberrant Mind feature

Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.

Psionic Sorcery

6th-level Aberrant Mind feature

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.

Psychic Defenses

6th-level Aberrant Mind feature

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

14th-level Aberrant Mind feature

Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 2 or more sorcery points to magically transform your body for 1 minute. For every one two sorcery points you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

Warp Reality

18th-level Aberrant Mind feature

At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.

The Noble Genie (Old, now Genie)

You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure.

A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse.

Expanded Spell List

1st-level Noble Genie feature

The Noble Genie 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.

Noble Genie Expanded Spells
Spell Level Spells
1st fog cloud, sleep
2nd enlarge/reduce, phantasmal force
3rd create food and water, protection from energy
4th polymorph, phantasmal killer
5th Bigby’s hand, creation

Collector’s Vessel

1st-level Noble Genie feature

Your patron gives you a magical vessel with which you can bind a creature to you and to your patron’s menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector’s Vessel table.

Collector's Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

If you lose your vessel, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel vanishes in a flare of elemental power when you die.

As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.

While you are tethered to a creature, you gain the following benefits:

  • You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1).
  • When you can cast a warlock spell, you can deliver the spell from your space or the bound creature’s space.

You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Collector’s Vessel and Pact Boons

When you create a tether with your Collector’s Vessel, the tether takes on a form that reflects your patron’s type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid.

When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon’s wing, with brass and iron rolling rods.

Elemental Resistance

6th-level Noble Genie feature

Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest.

While the tether of your Collector’s Vessel is active, the tethered creature gains resistance to the damage type you chose.

Protective Wish

10th-level Noble Genie feature

You’re now able to use your Collector’s Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.


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Genie’s Entertainment

10th-level Noble Genie feature As an action, you attempt to send a creature you can see within 90 feet to your patron’s court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron’s court in the Elemental Planes.

While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success.

Once you use this feature, you can’t use it again until you finish a long rest. If the target remains in your patron’s court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature.

Collector’s Call

14th-level Noble Genie feature

In exchange for extending your patron’s influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects:

  • A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned.
  • A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn.
  • You cast the legend lore spell without material components. Whether the check succeeds or fails, you can’t use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron’s realm, provided you have the vessel of your Collector’s Vessel in hand.

[Revision: Within the second bullet point of the tether mechanic in the 1st-level feature Collector's Vessel, only warlock spells may be cast from the tethered creature. It now reads as follows: "When you can cast a warlock spell, you can deliver the spell from your space or the bound creature’s space."]

Psionics (Wizard, discontinued)

Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness.

Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.

As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.

Psionic Focus

2nd-level Psionics feature

You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature. While your psionic focus is on your person, you gain the following benefits:

  • The object is a spellcasting focus for you.
  • When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.

If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.

Psionic Devotion

2nd-level Psionics feature

Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below:

Friends. When the spell ends, the target doesn't become hostile to you.

Mage Hand. You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.

Message. You don't need to point toward the target or whisper your message out loud.

Thought Form

6th-level Psionics feature

While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes 1 minute, until you use a bonus action to assume your normal form, or until you are incapacitated or die.

While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:

Psionic Spellcasting. When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost.

Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can transform using 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.

Mental Discipline

10th-level Psionics feature

Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components.

You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.

Empowered Psionics

10th-level Psionics feature

When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets.

Thought Travel

14th-level Psionics feature

While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain.

You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Gothic Lineages

This document features three new race options to playtest for player characters in D&D:

  • Dhampir
  • Hexblood
  • Reborn

These options are special; you can choose one at character creation or at an appropriate time later in a campaign, transforming your character.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose one of the following lineages. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits.

When you create a character using a lineage option here, follow these additional rules during character creation.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

List of Types. Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct or Undead type.

Having More Than One Type. Some creatures are of more than one creature type. If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.

Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With insights into the nature of the undead, many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

Dhampir Hungers
d8 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Esoteric humors
5 Psychic energy
6 A color from one’s appearance
7 Dreams
8 Life energy

Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

Dhampir Origins
d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite inhabits your body. You indulge your hunger to sate it.
5 You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation.
6 You are a diminished manifestation of an otherworldly being. Slaking your hunger hastens your renewal.
7 You don’t know your origins, but you were raised by vampires or other monsters.
8 A radical experiment changed your body, making you reliant on others for vital fluids.

Dhampir Traits

Type: Humanoid and Undead
Size: Medium or Small (choose when you gain this lineage)
Speed: 35 feet
Gothic Lineage:

  • Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score.
  • Languages: You know Common and one other language. If you are transformed from another race, you keep your languages and gain no new ones.
  • Skills: If you gained a skill proficiency from a previous race, you may retain one following your transformation.
  • If this character was originally a different race, you must either denote such within your character's backstory, or work with a DM to facilitate the transformation. Estabished characters will not spend their rework for a transformation if only the racial traits are changed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as an unarmed strike. You can use your Constitution modifier instead of your Strength for the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • regain hit points equal to you proficiency bonus + your Constitution modifier.
  • gain a bonus to the next ability check or attack roll you make; the bonus equals you proficiency bonus + your Constitution modifier.

You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Original Version

Type: Humanoid and Undead
Size: Medium or Small (choose when you gain this lineage)
Speed: 35 feet

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • regain hit points equal to the damage dealt by the bite
  • gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite

You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hexblood

Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in wild shades, lengthy hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as long life, darkvision, and a variety of magical methods to beguile the senses and avoid the same.

While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.

Heir of Hags

One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called a “eldercross” or “witch’s turn.” This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.

Becoming a Hag

Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual— circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.

Hexblood Origins

A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.

Hexblood Origins
d8 Origin
1 Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.
2 Fey kidnappers swapped you and your parents’ child.
3 A coven of hags lost one of their members. You were created to replace the lost hag.
4 You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
Hexblood Origin (cont.)
d8 Origin
5 You began life as a fey creature, but an accident or crime changed you and forced you from your home.
6 A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
7 You made a deal with a hag, but they twisted your words and transformed you.
8 You are a child of the wilds. Animals and mysterious whispers were the only family you ever knew.

Hexblood Traits

Type: Fey and Humanoid
Size: Medium or Small (choose when you gain this lineage)
Speed: 30 feet
Gothic Lineage:

  • Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score.
  • Languages: You know Common and one other language. If you are transformed from another race, you keep your languages and gain no new ones.
  • Skills: If you gained a skill proficiency from a previous race, you may retain one following your transformation.
  • If this character was originally a different race, you must either denote such within your character's backstory, or work with a DM to facilitate the transformation. Estabished characters will not spend their rework for a transformation if only the racial traits are changed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Fey Resilience. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Hex Magic. You can cast the disguise self and hex spells with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.

Magic Token. As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.

In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Reborn

Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal fates, their ashen flesh, missing limbs, or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies.

Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

Lost Memories

d8 Memory
1 You recall a physically painful moment. What mark or scar on your body does it relate to?
2 A memory causes you to shed a tear. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3 You recall a childhood memory. What about that event or who you were still influences you?
4 A memory brings with it the voice of someone once close to you. How do they advise you?
5 You recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now?
6 A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?
7 You faintly remember a place that couldn’t possibly exist. What is this vision? How does it make you feel?
8 You experience a memory you’re certain isn’t your own. How does it seem unnatural? Could it be a glimpse of a past nightmare or something worse?

Reborn Origins

Reborn might originate from circumstances similar to those of various undead or constructs. Roll on or choose an option from the Reborn Origins table to determine how your character gained their lineage.

d8 Origins
1 You were magically resurrected but something went wrong.
2 Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your body is not what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.

Reborn Traits

Type: Humanoid, as well as Construct or Undead (choose when you gain this lineage)
Size: Medium or Small (choose when you gain this lineage)
Speed: 30 feet
Gothic Lineage:

  • Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score.
  • Languages: You know Common and one other language. If you are transformed from another race, you keep your languages and gain no new ones.
  • Skills: If you gained a skill proficiency from a previous race, you may retain one following your transformation.
  • If this character was originally a different race, you must either denote such within your character's backstory, or work with a DM to facilitate the transformation. Estabished characters will not spend their rework for a transformation if only the racial traits are changed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Deathless Nature. You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life. You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feywild Lineages

All Feywild races (Fairy, Hobgoblin of the Feywild, Owlfolk and Rabbitfolk) gain the following benefits:

  • When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1.
  • Your character can speak, read, and write Common and one other language.

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, fairies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.

d8 Characteristics
1 You have small wings like those of an insect.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A constant, glittering mist surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your hands never look dirty.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.

Fairy Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Fairy Flight. You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them).

Fairy Magic. You know the druidcraft and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Fey Passage. You can magically squeeze through a space as narrow as 1 inch wide.

Hobgoblin of the Feywild

Hobgoblins trace their origins to the Feywild, where they first appeared with their goblin and bugbear kin. That history has left its mark, for though hobgoblins are found throughout the Material Plane, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.

n some worlds, such bonds lead hobgoblins to form communities with deep ties to each other. In the Forgotten Realms, vast hobgoblin legions have emerged, with ranks upon ranks of devoted soldiers noteworthy for how effective they are at fighting as a unit.

Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn red or blue during displays of emotion.

Hobgoblin Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Resilience. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action through this feature or an action:
Hospitality. You and the ally benefiting from target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
Passage. You and the ally benefiting from target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time you or an ally hits the target of the Help action with an attack roll, the targeted creature has disadvantage on the next attack roll that it makes within the next minute.

Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.

Owlfolk

Distant kin of giant owls, owlfolk come in many shapes and sizes, from petite and fluffy to widewinged and majestic. Owlfolk have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders. Because of their ancestral tie to the Feywild, owlfolk can innately see the magic of their surroundings. Like owls, owlfolk are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.

Your owlfolk character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.

Owlfolk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Magic Sight. Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

Nimble Flight. Thanks to your wings, you have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.

Silent Feathers. You have proficiency in the Stealth skill.

Rabbitfolk

Bounding across the wilds, rabbitfolk from the Feywild embody a spirit of freedom and travel. Rabbitfolk are bipedal, with the characteristic long feet of the animal they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Rabbitfolk are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Rabbitfolk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your walking speed is 30 feet.

Hare-Trigger. You add your proficiency bonus to your initiative rolls.

Leporine Senses. You have proficiency in the Perception skill.

Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.

Rabbit Hop. Once during each of your turns when you walk at least 5 feet, you can hop, rolling a d12 and moving that many feet in a direction of your choice. This extra distance doesn’t cost movement, but you can hop only if your speed isn’t 0.

[DM Note: If your combat operates on a 5ft. grid system, your DM determines how far your hop can take you, depending on the roll.]

Draconic Options

Chromatic Dragonborn

Dragonborn with chromatic ancestry claim the raw elemental power of the chromatic dragons. The vibrant colors of the chromatics—black, blue, green, red, and white—gleam in their scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, of raging lightning storms; theirs also is the subtle whisper of swamp and forest, corrosive and toxic.

Chromatic Dragonborn Traits

You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score., or you increase three different scores by 1. Languages: You know Common and one other language.

Chromatic Ancestry. You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table.

Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d8 damage of the type associated with your Chromatic Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.

Chromatic Warding. Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Metallic Dragonborn

Dragonborn with metallic ancestry lay claim to the unflinching tenacity of the metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that cleanses and purifies.

Metallic Dragonborn Traits

You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score., or you increase three different scores by 1. Languages: You know Common and one other language.

Metallic Ancestry. You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.

Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Metallic Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.

Metallic Breath Weapon. At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:

  • Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
  • Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

Gem Dragonborn

Dragonborn with gem ancestry partake of the heritage of all gem dragons, who claim to be heirs of the ruby dragon, Sardior—the firstborn of all creation, made by Bahamut and Tiamat in the first days of the First World. The colors and mysterious powers of the gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in their scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, the resounding echo of discovery, and the desiccation of despair.

Gem Dragonborn Traits

You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score., or you increase three different scores by 1. Languages: You know Common and one other language.

Gem Ancestry. You trace your ancestry to a gem dragon, granting you a special magical affinity. Choose one type of dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.

Gem Ancestry

Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Gem Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Gem Flight. Starting at 3rd level, you can use your bonus action to temporarily summon an array of spectral gems that match your Gem Ancestry in the shape of wings that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

Kobold

Some of the smallest draconic creatures to walk the planes, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.

Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports scale color more akin to that of a chromatic or a metallic dragon. The roar of a kobold can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion the kobold expresses, the roar resonates with draconic power.

Kobold Traits

You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Ability Scores: You may add +2 to any one ability score, and +1 to any other ability score., or you increase three different scores by 1. Languages: You know Common and one other language.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Draconic Legacy. The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race:

  • You have advantage on saving throws to avoid or end the frightened condition on yourself.
  • You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
  • You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Draconic Roar. As a bonus action, you let out a draconic roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Spells

This section contains new spells that the DM may add to a campaign, making them available to player characters and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.

Draconic Transformation

7th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on various draconic features. You gain the following benefits until the spell ends:

  • You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • Incorporeal wings sprout from your back, giving you a flying speed of 40 feet.
  • When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale a breath of shimmering energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 force damage on a failed save or half as much damage on a successful one.
    Classes: Druid, Sorcerer, Wizard

Fizban’s Platinum Shield

6th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. The creature protected by the field gains the following benefits:

  • The creature has half cover.
  • The creature has resistance to acid, cold, fire, lightning, and poison damage.
  • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Classes: Sorcerer, Wizard

Flame Stride

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
Classes: Artificer, Ranger, Sorcerer, Wizard

Icingdeath’s Frost

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S, M (a vial of meltwater)
  • Duration: Instantaneous

A burst of icy cold energy emanates from you in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Classes: Sorcerer, Wizard

Raulothim’s Psychic Lance

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it.
The target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Classes: Bard, Sorcerer, Warlock, Witch, Wizard
Removed: If the named target isn’t within range, the lance dissipates, and the spell slot is not expended.

Nathair’s Mischief

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a piece of crust from an apple pie)
  • Duration: Concentration, up to 1 minute

You fill a 20-foot cube centered on a point you choose within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced. At the start of each of your turns, you can move the cube up to 10 feet and reroll on the table.

d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Classes: Bard, Sorcerer, Witch, Wizard

Summon Draconic Spirit

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an art object from a dragon’s hoard, worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: Chromatic, Gem, or Metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Classes: Druid, Sorcerer, Witch, Wizard


Draconic Spirit

Large Dragon


  • Armor Class 14 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th
  • Speed 30 ft., fly 80 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

  • Damage Resistances (Chromatic and Metallic only) acid, cold, fire, lightning, poison
  • Damage Resistances (Gem only) force, necrotic, psychic, radiant, thunder
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
  • Languages Draconic, understands the languages you speak
  • Proficiency Bonus equals your bonus

Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.

Actions

Multiattack. The dragon uses its Breath Weapon, and it makes a number of Bite and Claw attacks equal to half the spell’s level (rounded down).

Bite and Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.

Breath Weapon. The dragon exhales a stream of multicolored energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 damage of your choice of a damage type this dragon has resistance to on a failed save, or half as much damage on a successful one.

Draconic Feats

A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something completely new. When this mastery arises from a draconic source—whether it’s the gift of a true dragon, the manifestation of some draconic heritage, the blessing of a draconic god, or as a consequence of slaying a true dragon—it can have dramatic supernatural effects.

Gift of the Chromatic Dragon

You’ve manifested some of the power of chromatic dragons, granting you the following benefits:

  • As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this ability, you can’t do so again until you finish a long rest.
  • When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Metallic Dragon

You’ve manifested some of the power of metallic dragons, granting you the following benefits:

  • You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
  • You can manifest protective wings that can shield you or others from attacks. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. Roll a d4 and grant a bonus to the target’s AC equal to the number rolled against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Gem Dragon

You’ve manifested some of the power of gem dragons, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or take 2d8 force damage and be pushed 10 feet away from you. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.