Choose from a very large variety of spells to answer all sorts of challenges. |
For those who like to have a spell or plan for a variety of situations
# Subclasses
##### Paths within Classes
\pagebreakNum
## Subclasses
Eventually as you level up, you will have to pick a subclass which represents your specialization or customization within your class. This can bring major changes to your class so you may want to peruse the short summaries below. However, it's not necessary to consider at this moment but if any catch your eye feel free to read more of the source material!
### Sourcebook Acronyms
* **PHB -** Player's Handbook
* **SCAG -** Sword Coast Adventuring's Guide
* **TCOE -** Tasha's Cauldron of Everything
* **VRGCR -** Van Richten's Guide to Castle Ravenloft
* **XGTE -** Xanathar's Guide to Everything
##### Artificer Specialties
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Alchemist|
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.|TCOE pg. 14
|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.|TCOE pg. 15
|Artillerist|
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.| TCOE pg. 17
|Battle Smith|
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. | TCOE pg. 18
\pagebreakNum
##### Barbarian Primal Paths
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Path of the Ancestral Guardian|
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.|XGTE pg. 9
|Path of the Beast|
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.| TCOE pg. 24|
| Path of the Berserker |
For some barbarians, rage is a means to an end-that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. | PHB pg.49 |
|Path of the Battlerager|
Battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.| SCAG pg. 121
|Path of the Storm Herald|
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.|XGTE pg. 10
|Path of the Totem Warrior|
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. | PHB pg. 50
|Path of Wild Magic|
As folk of deep feeling, barbarians are especially susceptible to wild influences, with some barbarians being transformed by wild magic. These magic-suffused barbarians walk the Path of Wild Magic.|TCOE pg. 25
|Path of the Zealot|
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots- warriors who channel their rage into powerful displays of divine power.| XGTE pg. 11|
\pagebreakNum
##### Bard Colleges
| Subclass | Description | Source |
|:---:|:---:|:---:|
|College of Creation|
Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry.|TCOE pg. 28
|College of Eloquence|
Adherents of the College of Eloquence master the art of oratory. 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 audiences.|TCOE pg.29
|College of Glamour|
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs , eladrin, and other fey, these bards learn to use their magic to delight and captivate others.| XGTE pg. 14
|College of Lore|
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. |PHB pg. 54
|College of Spirits|
Bards of the College of Spirits seek tales with inherent power-be they legends, histories, or fictions-and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control. |VRGCR
|College of Swords|
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.|XGTE pg. 15
|College Of Valor|
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world.|PHB pg. 55
|College of Whispers|
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.| XGTE pg. 16
\pagebreakNum
##### Cleric Divine Domains
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Arcana Domain|
Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.|SCAG pg. 125
|Forge Domain|
Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. | XGTE pg. 18
|Grave Domain|
Followers of these deities seek to put wandering spirits to rest, destroy the undead , and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.| XGTE pg. 19
|Knowledge Domain|
Followers of knowledge study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. |PHB pg. 59
|Life Domain|
The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. | PHB pg. 60
|Light Domain|
Light promotes the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.|PHB pg.60
|Nature Domain|
Clerics champions who take a more active role in advancing the interests of a particular nature god than Druids. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.|PHB pg. 61
|Order Domain|
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.| TCOE pg. 31
|Peace Domain|
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.|TCOE pg. 32
|Tempest Domain|
Stormy tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. | PHB pg. 62
|Trickery Domain|
These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.|PHB pg. 62
|Twilight Domain|
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.|TCOE pg. 34
|War Domain|
The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.|PHB pg. 63
\pagebreakNum
##### Druid Circles
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Circle of Dreams|
These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.|XGTE pg. 22
|Circle of the Land|
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.|PHB pg. 68
|Circle of the Moon|
Druids of the Circle of the Moon are fierce guardians of the wilds. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster.|PHB pg. 69
|Circle of the Shepherd|
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. |XGTE pg. 23
|Circle of Spores|
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. | TCOE pg. 36
|Circle of Stars|
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 | TCOE pg. 38
|Circle of Wildfire|
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.|XGTE pg. 39
\pagebreakNum
##### Fighter Martial Archetypes
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Arcane Archer|
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. They balance arcane aptitude with archery.| XGTE pg. 28
|Cavalier|
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. | XGTE pg. 30
|Champion|
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. |PHB pg. 72
|Battle Master|
To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. | PHB pg. 73
|Eldritch Knight|
Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. | PHB pg. 74
|Psi Warrior|
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force.| TCOE pg. 42
|Purple Dragon Knight|
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. | SCAG pg. 128
|Rune Knight|
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. You studied the giant's craft and learned how to apply magic runes to empower your equipment.|TCOE pg. 44
|Samurai|
The Samurai is a fighter who draws on an implacable fighting spirit to over come enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting. |XGTE pg. 31
\pagebreakNum
##### Monk Monastic Traditions
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Way of the Astral Self|
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty. | TCOE pg. 50
|Way of the Drunken Master|
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.| XGTE pg. 33
|Way of the Four Elements|
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.|PHB pg. 80
|Way of the Kensei|
Monks of the Way of the Kensei train relentlessly with their weapons , to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.| XGTE pg. 34
|Way of the Long Death|
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. | SCAG pg. 130
|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, they bring a swift end as an act of mercy. | TCOE pg. 49
|Way of the Open Hand|
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.| PHB pg. 79
|Way of Shadow|
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. The heads of these monasteries expect the unquestioning obedience of their students.|PHB pg. 80
|Way of the Sun Soul|
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. | XGTE pg. 35
\pagebreakNum
##### Paladin Sacred Oaths
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Oath of the Ancients|
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. | PHB pg. 86
|Oath of Conquest|
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.| XGTE pg. 37
|Oath of the Crown|
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. | SCAG pg. 132
|Oath of Devotion|
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. | PHB pg. 85
|Oath of Glory|
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. | TCOE pg. 53
|Oath of Redemption|
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. | XGTE pg. 38
|Oath of Vengeance|
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. Paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins sometimes called avengers or dark knights-their own purity is not as important as delivering justice. | PHB pg. 87
|Oath of the Watchers|
The Oath of the Watchers binds paladins to protect mortal realms 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. | TCOE pg. 54
\pagebreakNum
##### Ranger Archetype
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Beast Master|
The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast.| PHB pg. 93
|Fey Wanderer|
Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. | TCOE pg. 58
|Gloom Stalker|
Gloom Stalkers are at borne in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims . Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. | XGTE pg. 41
|Horizon Walker|
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. | XGTE pg. 42
|Hunter|
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons. | PHB pg. 93
|Monster Slayer|
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons , evil fey, fiends , and other magical threats. Trained in supernatural techniques to over come such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. | XGTE pg. 43
|Swarmkeeper|
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. | TCOE pg. 59
\pagebreakNum
##### Roguish Archetypes
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Arcane Trickster|
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. | PHB pg. 97
|Assassin|
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. | PHB pg. 97
|Inquisitive|
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. | XGTE pg. 45
|Mastermind|
Your focus is on people and on the influence and secrets they have. Many s pies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. | XGTE pg. 46
|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. | TCOE pg. 62
|Scout|
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness, and many Scouts serve as the eyes and ears of war bands. | XGTE pg. 47
|Soulknife|
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. | TCOE pg. 63
|Swashbuckler|
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. | XGTE pg. 47
|Thief|
You hone your skills in the larcenous arts. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.| PHB pg. 97
\pagebreakNum
##### Sorcerous Origins
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Aberrant Mind|
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. | TCOE pg. 66
|Clockwork Soul|
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system. | TCOE pg. 68
|Divine Soul|
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. | XGTE pg. 50
|Draconic Bloodline|
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. | PHB pg. 102
|Shadow Magic|
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.| XGTE pg. 50
|Storm Sorcery|
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. | XGTE pg. 51
|Wild Magic|
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. | PHB pg. 103
\pagebreakNum
##### Warlock Patrons
| Subclass | Description | Source |
|:---:|:---:|:---:|
|The Archfey|
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. | PHB pg. 108
|The Celestial|
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. | XGTE pg. 54
|The Fathomless|
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? | TCOE pg. 72
|The Fiend|
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. | PHB pg. 109
|The Genie|
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude. | TCOE pg. 73
|The Great Old One|
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. | PHB pg. 109
|The Hexblade|
You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. | XGTE pg. 55
|The Undying|
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. | SCAG pg. 139 or VRGCR
\pagebreakNum
##### Wizard Arcane Traditions
| Subclass | Description | Source |
|:---:|:---:|:---:|
|Order of Scribes|
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 so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. | TCOE pg. 77
|School of Abjuration|
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. | PHB pg. 115
|School of Blade Singing|
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. | TCOE pg. 76
|School of Conjuration|
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. | PHB pg. 116
|School of Divination|
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. | PHB. pg. 116
|School of Enchantment|
As a member o f the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. | PHB pg. 117
|School of Evocation|
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. | PHB pg. 117
|School of Illusion|
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. | PHB pg. 118
|School of Necromancy|
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. | PHB pg. 118
|School of Transmutation|
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. | PHB pg. 119
|School of War Magic|
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. | XGTE pg. 59
### Useful Links
* [Fantasy Grounds Unity](https://www.fantasygrounds.com/home/FantasyGroundsUnity.php)
* [Preface](https://www.gmbinder.com/share/-MZ_uGSbHbAwdt4Xo3vm)
* [Race Selection Guide](https://www.gmbinder.com/share/-Maa1BrK3HsO_3q5RZMD)
* [Rulebooks](https://drive.google.com/drive/folders/0By2HjqI9Oqm7dGlSV0ctMjZIbmc?usp=sharing)
* [Survey](https://forms.gle/cRTqcVDH6e1skpti6)