Archives of Aplha

by Midtek

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ARCHIVES of APLHA

Part 1

Character Options

PART 1 | RACES

Chapter 1: Races

The Underdark was the vast network of underground caverns and tunnels underneath the surface of Abeir-Toril. It was home to a host of evil beings driven deep into the caverns at the end of the age of demons.

The Underdark was not one giant cavern under Faerûn, but rather, many huge networks of caverns and caves. The Underdark was extremely dangerous, especially to those not native to it. There were the usual dangers associated with caverns: claustrophobia, occasional poor air circulation, and getting lost. There was no light except for occasional patches of fluorescent fungi; most Underdark inhabitants either had highly developed senses other than sight or had developed darkvision. Food could be extremely difficult to find, and much of the natural vegetation was poisonous.

In addition to those dangers, the Underdark was also the home of many predators and often-hostile races, including aboleth, beholders, cloakers, derro, drow, duergar, dwarves, illithids, kuo-toa, driders, and svirfneblin.

Derro

“Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance.”

– Mordenkainen

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion.

Madness and Sorcery

Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka.

Forgotten Duergar

Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.

According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.

The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

Derro Madness

All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities.

Derro Madness
d20 Oddity
1 Never bathes or changes clothes
2 Frets with hair or mustache
3 Speaks to someone who isn't there
4 Walks backward whenever possible
5 Never looks others in the eye
6 Gnashes teeth after each sentence
7 Spits out half of each mouthful of food and drink
8 Insults everyone when first addressing them
9 Touches whomever he or she speaks to
10 Sees the spirits of the dead leaving their bodies
11 Faints when first subjected to bright light
12 Frequently licks their palms
13 Hears voices
14 Terrified of writing
15 Tastes objects
16 Stands too close to others
17 Breathes loudly
18 Drools constantly
19 Mumbles when speaking
20 Hops from place to place

PART 1 | RACES

Derro Names

Derro names have a shortened dwarwish feel. They have some drowic influence.


Male Names: Arikom, Baenn, Bharik, Dodrak, Krigran, Migrim, Quindal, Ranis, Sadek, Thoregg

Female Names: Ankra, Biza, Gwistra, Matta, Mirdis, Narri, Luuva, Stalja, Visine, Zanndryn

Derro Traits

Your derro character has an assortment of inborn abilities.

Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.

Age. Derro mature quickly, reaching adulthood at around 7 years of age, and can live to the age of 80 if they don't fall victim to another derro before then.

Alignment. Derro are invariably insane and demented, thus almost always chaotic. They tend towards cruelty and avarice, so they are usually evil. Some neutral individuals aren't uncommon. Good derro have been known to exist, but they are usually quickly exiled from their enclaves or murdered outright by their kin.

Size. Derro stand between 3 and 4 feet tall, about a foot shorter than dwarves, and weigh proportionally less, about 115 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. Due to your subterranean heritage, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Dwarvish and Undercommon.

PART 1 | RACES

Kuo-Toa

_“They invent their own gods… The very definition of insanity.”

– Sabal Mizzrym of Menzoberranzan

Kuo-toa, also known as gogglers and men-fish, are a debased, piscine race of warm-blooded, amphibious creatures that dwell in the Underdark. The kuo-toa are fanatics plagued by mental instability who see things others can't and worship gods that don't exist–at least until they believe hard enough.

Men-Fish

Kuo-toa are normally 5 feet tall and weigh approximately 160 pounds. Contrasting with their paunchy shape are their arms and legs, slender and lithe despite their relative shortness. At the end of each limb are broad, distended and partially webbed hands and feet. Each extremity has three main digits and one opposing digit at its end. Topping their bodies are bullet-shaped, piscine heads hosting a mouthful of sharp teeth and a pair of bulging silver-black eyes capable of independently swiveling to observe a situation.

Their bodies are covered in gray scales with yellowish undertones in males, which can vary in pigmentation based on their emotional state, such as a dark red when angered and a ghostly white when terrified. Coating their rubbery skin and piscine scales is a layer of slippery slime that gives their bodies a glimmering sheen. Normally the only clothing that they wear are leather straps to hold their gear since their slime makes conventional armor and leather highly uncomfortable. A light stench of rotten fish is constantly exuded by their bodies.

Misunderstood

Kuo-toa are extremely suspicious, as well as duplicitous, betraying trust for their own benefit so long as they believe they can do it successfully. They are easily willing to turn in family members they suspect of crimes to community officials, and as such are normally perceived as cruel monsters by most other races, but this isn't entirely accurate.

    The mental oppression they suffered at the hands of other races broke the already simple minds of most kuo-toa and as a result madness is a common ailment amongst their kind. Kuo-toa are not all necessarily evil, but within their repressive theocracy, common kuo-toa does not possess anywhere near enough willpower to oppose the ruling castes.

While the bloodthirsty rulers of their kind commonly fit the loathsome image their kind invoked, (with around 40-50% of the race being neutral evil) the silent majority of them lack the same cruel zeal, conforming to peer pressure and fear of abuse more than anything else. These common kuo-toa are more neutral than the nobility (some occasionally being good), and when separated from these societies, kuo-toa often adopt philosophies such as pacifism.

Kuo-Toa Society

Kuo-toa create their own gods, by a process in which the energy of their collective subconscious manifests a being the kuo-toa worship into reality. Their gods are served by archpriests, which are the leaders of kuo-toa societies, and just below the archpriests and kuo-toa warriors, known as whips, that command the other kuo-toa. Below the whips are officers, known as monitors, which use deadly unarmed strikes to subjugate other kuo-toa to the archpriest's will.

PART 1 | RACES

Hated by the Drow

Kuo-toa are disliked by many races, but the ones who hate them the most are the drow. Ever since the day the two races met, they have tried to kill one another on sight, making kuo-toa and drow friendships be close to impossible. Illithids also have a disdain towards kuo-toa, believing them to simply be slaves that should have died out long ago.

Kuo-Toa Names

Kuo-toa names consist of three parts, a first name, a family name, and a clan name. The first name is often used like a nickname for the individual, the family name is similar to humanity's last names, and clan names are from their society. They are all strung together into one name when spoken together, such as Galiefeddlemosh. Clan names are typically four letters long, but the other names have no such restrictions.

Male Names: Drapood, Jopaarg, Moolowik, Nilbool, Oomkaan, Poolidib, Poolp, Prin, Pripp, Prirr, Rripp, Rropp, Urlurg, Vuoor

Female Names: Bibble, Bilpl, Bilpli, Blipool, Lill, Lilli, Pliil, Pliili, Uustra

Clan Names: Mosh, Rein, Quar, Piak

Kuo-Toa Traits

Insane god-creators, kuo-toa can be very versatile allies, especially when they have reached epic power levels.

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

Age. Kuo-toa can live for twice as long as humans, but due to the hatred towards them, as well as their own fragmented minds, many do not live for that long. They are considered mature by 10 years of age.

Alignment. A Kuo-toa's insanity drives them towards Chaotic alignments, leaning towards Evil.

Size. Kuo-toa are only slightly smaller than humans on average, and weigh about the same. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your base swimming speed is 30 feet.

Amphibious. You can breathe both air and water.

Otherwordly Perception. You can sense the presence of any creature within 30 feet that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving. Additionally, you have proficiency in the Perception skill.

Slippery Skin. You have advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. Though exposure to sunlight will not kill you like most myconids, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Undercommon.

PART 1 | RACES

Myconid

Also called "mushroom men" or "fungus ones", myconids are intelligent, ambulatory fungi that live in the Underdark and the deepest, darkest depths of forests, seeking enlightenment and deploring violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. Violence taints their melds, so the myconids enter battle only in defense or as a last resort, viewing violence as part of the abhorrent nature of fleshy outsiders.

Instead, the moving plants prefer a peaceable lifestyle, finding joy in pastoral commonality and shared happiness. Living in circles of roughly twenty myconids or settlements of larger groups, myconids cultivate nonsentient mushrooms and myconid sprouts in gardens. The precise 8-hour divisions of leisure, work, and melding creates a satisfying, if regimented, existence for these creatures, which regard such a lifestyle as completely ideal.

Circles and Melds

The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

The Power of Spores

In addition to the versatile rapport spores and sublime hallucination spores, myconids use reproduction spores to plant children. The new young are cultivated in gardens to become myconid sprouts, precocious young raised communally by the circle. Pacifying spores stun hostile intruders so the group might flee or wield a spore servant against them. Spore servants represent a terrifying aspect of the fungal race—the corpse of a once-living creature raised to serve as soldiers, guards, and scouts. Creatures controlled by these animating spores serve the myconids for weeks on end, until decay collapses their bodies completely.

Anatomy of a Fungus

Myconids are bipedal, with strong, squat bodies supported by strong, trunklike legs with vestigial toes. Each myconid has two arms that ends with a pair of fingers and a single thumb, more than sufficient for their simple agriculture. While their mycelial bodies provide notable durability, myconids are not typically skilled fighters. Myconids grow drastically over their lives, with sprouts barely reaching two feet and sovereigns towering to almost twelve.

Flight from the Sun

Myconids cannot survive in the sun. Direct light sickens them severely, and an hour of exposure kills them outright. Even the most durable of the adventuring myconids are not immune to the power of the sun. Wandering on the surface is a constant risk for most myconids, who instead flock to the Underdark or shelters of moist darkness in the oldest of forests where canopies of trees create a perpetual twilight. There they find shelter in damp marshes and springs, surrounded by moss and lesser mushrooms which they cultivate for food and grow for use as building materials.

Myconid Adventurers

It is rare that a myconid voluntarily leaves their circles for long. Their love of community melding and the risk of the sun restricts nearly all myconids to their subterranean or arboreal homes. What few myconids dare venture out into the world have distinct reasons for leaving their comfortable, insular homes and traveling out into the wider world.

d6 Reason for becoming an adventurer
1 The regimented structure of myconid life seemed oppressive to you, so you left seeking adventure.
2 You left your circle as part of a scouting party; when you returned the circle had been destroyed, leaving you homeless.
3 As one of the oldest myconids in your circle, you were sent to gather experience and knowledge of the outside world to prepare you to lead the circle as a sovereign.
4 Your circle became too large. You are looking for the perfect place to spread your reproduction spores and found a new circle.
5 You slew a fellow myconid. Whatever your reason, such an act cannot be allowed to taint the meld, so you were banished.
6 You met an outsider taking shelter in your circle's grove who regaled you with tales of the outside world, so you left to see what the world offers.

Myconid Names

Myconid names sound nonsensical to outside ears, but are in fact derived from "softy" vocabulary. Myconids rarely use names within their circles, preferring rapport spores and the connections of melding to refer to each other in concept rather than word. They often take names from sounds that each myconid finds pleasing to the ear, borrowing from the world around them or from a wandering traveler offered hospitality in their groves. Others adopt mushroom-related vocabulary that they find pleasant.


Myconid Names: Basidia, Breberil, Brelup, Gasbide, Hebopbe, Loobamub, Phylo, Posbara, Rasharoo, Rumpadump, Stool, Yestabrod.

PART 1 | RACES

Myconid Traits

Myconids possess a diverse variety of physical features, but they all share a few core traits.

Ability Score Increase. Your Constitution increases by 2.

Age. Myconids grow quickly, reaching maturity by the age of four and living just under a quarter of a century. A myconid sovereign lives far longer, and their lifespan is unknown.

Size. Myconids vary incredibly in size, which is determined by their age and circle.

Speed. Your base walking speed is 20 feet.

Fungal Form. You have advantage on saving throws against poison, and resistance to poison damage.

Hybrid Nature. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

Rapport Spores. Myconids cannot speak, but you can communicate telepathically with all creatures within 30 ft. of you, provided you and the creature share a language.

You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate telepathically with your spores, but you cannot use spells with a Verbal component.

Sunlight Sensitivity. Though exposure to sunlight will not kill you like most myconids, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can read, understand, and write Common and Undercommon. You cannot speak.

Subrace. Choose one of the Melds below, which determines your physique and role in your society. You gain additional features and traits based on which you choose.

Circle of Animators

Terrifying to outsiders, Animator Melds release potent spores that take root in the bodies of defeated foes or scavenged cadavers. They manipulate the bodies in a horrific facsimile of life and wield them as the frontline whenever circles are attacked.

Size. Sacrificing size for their ability to manipulate corpses, animator myconids stand slightly smaller than most adults, between 4 and 5 feet tall. Your size is Medium.

Ability Score Increase. Your Charisma increases by 1.

Animating Spores. Your spores, unlike those of other myconids, can animate the dead. As an action, you can reanimate the corpse of a Large or smaller creature that had a CR no higher than your level divided by 4. That creature rises as a spore servant, which acts on your initiative and follows your telepathic orders. Use the template below to convert a creature into an equivalent spore servant.

The spore servant lasts until it is reduced to 0 hit points. You can use this feature once, and must finish a long rest before you can do so again. Remains of constructs, elementals, oozes, plants, and undead cannot become spore servants. If you create a new servant, the first spore servant sloughs into a pile of unusable flesh.

PART 1 | RACES


Spore Servant

Plant (same size as in life), unaligned


  • Armor Class same as in life
  • Hit Points same as in life
  • Speed same as in life but reduced by 10 ft., to a minimum of 5 ft.

STR DEX CON INT WIS CHA
same as
in life
same as
in life
same as
in life
2 (-4) 6 (-2) 1 (-5)

  • Saving Throws none
  • Skills none
  • Damage Vulnerabilities same as in life*
  • Damage Resistances same as in life*
  • Damage Immunities same as in life*
  • Condition Immunities blinded, charmed, frightened, paralyzed, any immunities it had in life
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8; loses all other senses it had in life
  • Languages loses all languages it knew in life
  • Proficiency Bonus (PB) +2

Plant Brain. The servant loses all traits and actions it had in life, and it loses proficiency in any equipment, items, or weapons it had in life.
    The servant can attack with natural strike by using its claws, fists, tail, talons, or other limbs. It is proficient with this attack.
    The servant cannot regain hit points from any source. The servant does not regain hit points by completing a short or long rest.

Obedience. Despite having no languages, the servant responds to orders given to it via a myconid's rapport spores. The servant gives highest priority to the myconid who created it, or the most powerful myconid if its creator is absent.

Actions

Natural Strike. Melee Weapon Attack: +2 + STR to hit, reach 5 ft. (10 ft. if servant is Large or larger), one target. Hit: 2 + STR (1d4 + STR) bludgeoning damage, or 4 + STR (2d4 + STR) bludgeoning damage if servant is Large or larger.

*The spore servant gains one level of fire vulnerability. If it had fire immunity in life, it has fire resistance as a servant. If it had fire resistance in life, it has fire vulnerability as a servant. If it had fire vulnerability in life, there is no change.

PART 1 | RACES

Circle of Builders

The oldest and mightiest of the fungal ones, Circle of Builder myconids labor in gardens of fungi and construct homes of hollowed puffballs or giant zurkhwood. Gentle giants, they are responsible for protecting delicate and precious myconid sprouts, and are the first line of defense when controlled plants and spore servants are exhausted. Preferring great old-growth forests filled with mists and fog, these myconids are quiet sentinels of their homes hidden by the trunks of ancient trees.

Size. Towering over most other myconids and other humanoids, your height ranges from 8 to 10 feet tall. Your size is medium.

Ability Score Increase. Your Strength increases by 1.

Mycelial Restoration. Whenever you or another creature rolls a 1 on a die roll that restores your hit points, you can reroll the die. You must use the new roll, and can reroll a number of 1s equal to your level.

You can also apply this feature to up to 10 creatures of your choice within 60 feet you when they roll hit dice during a short rest. Once you use this feature on other creatures, you cannot do so again until you complete a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Circle of Growers

Food producers and masters of death and decay, grower myconids secrete toxic slime that breaks down organic material into a form that other myconids can easily stand in and digest. Responsible for the health and nourishment of a circle, they are the most common type of myconid.

Size. Grower myconids stand between 6 and 8 feet tall. Your size is Medium.

Ability Score Increase. Your Wisdom increases by 1.

Fertilizer. You know the acid splash cantrip. Wisdom is your spellcasting ability for this cantrip.

Starting at 3rd level, you can cast the locate animals or plants spell; starting at 5th level, you can cast the plant growth spell. 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. Wisdom is your spellcasting ability for these spells.

Circle of Sporers

The wielders of the most powerful spores, sporers are responsible for facilitating melds, vital to myconids' daily life. Intuitive and wise, they serve as some of the most important members of a myconid circle. A sporers leaving the circle indicates a great disturbance or terrible tragedy.

Size. Despite their importance, sporers are tiny, sacrificing size for versatility. Your height ranges from 2 to 4 feet, and your size is Small.

Ability Score Increase. Your Wisdom increases by 1.

Fungal Alchemy. Sporers have an innate understanding of alchemy, often using their spores as ingredients. You gain proficiency in alchemists' supplies.

Spores. As you level up, you gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Once you use one of your spores, you can't use that spore again until you finish a long rest.

Sporer Progression
Level Spore
1st distress
3rd hallucination
5th pacifying

Distress Spores. As a reaction, when you take damage, you alert any number of creatures of your choice within 240 feet.

Hallucination Spores. As an action, you can force a creature within 5 feet of you to make Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, it is also incapacitated while it hallucinates. it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the target is stunned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

PART 1 | CLASSES

Chapter 2: Classes

New Class: Scholar

A human general, clad in gleaming armor, studies the map on the table in front of him, covered in figurines that represent units of his soldiers and invading orcs. He consults a leather-bound journal filled with notes he’s made on the enemy’s tribe, their customs and battle tactics, and he moves two pieces confidently forward.

A wild-haired dwarf stands at the head of a long caravan. She surveys the valley below and plots their course through the untamed wilds. Unrolling a sheaf of parchment, she sketches in new features on an expertly drawn map and then motions for the caravan to follow.

The halfling’s medical kit opens with a snap, and he quickly starts removing instruments and vials as he looks over his patient, coming to a diagnosis as he observes her symptoms. He mixes a tincture and applies a salve to her lesions.

Great Minds

While many sages and academics dedicate their great minds to unraveling the mysteries of the divine or the arcane, scholars usually focus their intellectual efforts on the mundane. They look to the physical world around them and marvel at the wonders it holds.

A scholar's true devotion is to understanding. Real knowledge pushes beyond trivia, from the what to the why and how. This distinction is critical to scholars, a defining aspect of the curiosity that drives them to learn and to

adventure. The wisest among them realizes that, while there may be no unsolvable mysteries, no single mortal can hope to solve them all. And so, for many, learning is a lifelong pursuit.

For the truly curious, the adventuring life is the only way to expand one's horizons of knowledge and build one's skill. Any scholar worth his salt will agree that libraries and laboratories are excellent avenues for learning, but no books or beakers contain the knowledge still waiting to be discovered beyond the frontier or in the crucible of battle. The scholar believes that every student reaches a point where the most effective path to higher learning is hands-on experience. The world is full of discoveries waiting to be made.

While most scholars have broad intellectual interests, all of them pursue a particular field of expertise to which they have dedicated years of study before becoming adventurers. The pursuits are widely varied, but there are many characteristics that are shared by all scholars. For example, though not all scholars will relish the opportunity to fight, all of them possess a keen intellect that allows them to exploit opportunities in battle.

Typically, a scholar will make his or her biggest contributions to an adventuring party outside of combat. Their knowledge, expertise, and breadth of proficiencies make them valuable in a myriad of situations that adventurers find themselves in.

As you create your scholar character, consider how your character first set out upon the academic path. Consider where they learned, who taught them, and why they follow the path still. The following sections offer ways to give depth and history to your scholar.

An Education Begins

There are countless reasons why you may have become a scholar. Here are just a handful of ideas to get you started thinking about how your education began.

d6 I became a scholar because...
1 My parents insisted on a proper education from a young age. I proved an excellent student and never looked back.
2 I was always curious. Even as a child, I investigated that which I did not understand until I revealed its mysteries.
3 I was selected for my intelligence to attend a school where I would receive training as a scribe, engineer, archivist, or some other trade which requires an education.
4 A learned scholar recognized my potential when I asked an insightful question, and suggested that I should further hone my mind.
5 I’ve seen might and magic fail others time and time again, but when I apply my mind to a problem I always come to a solution.
6 I was confronted with something inexplicable. A need to explain this phenomenon ignited a deeper obsession.

PART 1 | CLASSES

Place of Study

The scholar’s journey often begins at an early age. Children everywhere spend much of their time growing up learning about the ways of the world. For some, this learning may be narrow in scope: a trade, the village where they live, the local folklore.

Most scholars were fortunate enough to have the privilege of a proper education in a place of learning, or at least the gumption and curiosity to turn a life on the streets into a learning experience. The circumstances of your birth and your background will likely have a significant influence on where you took your first steps on the path of the scholar.

d6 Place of Study
1 You studied at a large university in a metropolitan city that hosted interesting travelers from across the known world.
2 You studied at a secluded academy built on an estate in the countryside, where there was nothing to distract you from your studies.
3 You studied in a private, well-stocked library belonging to a member of the nobility or a wealthy merchant.
4 You studied out in the real world, learning more from watching and working with others than from books.
5 You studied at a temple devoted to a god of knowledge, where the focus was not just on accumulating information, but on learning the wisdom to use it.
6 You studied on one of the outer planes under the patronage of a powerful extraplanar being, such as an angle, devil, or genie.

Tutor

Most students will study under many teachers, each with their own subjects of expertise, but often one tutor will loom above the rest as a central figure in your education. It is likely that this person shares your pursuit, and may have introduced you to it.

Whether your own ideas are simpatico or reactionary to those of your tutor is up to you. To find out, as yourself what sort of person was your tutor? What was their area of expertise. Their teaching method?

d6 Tutor
1 Your tutor challenged every idea you ever had, forcing you to question your assumptions and hone your theories.
2 Your tutor possessed a joyous curiosity that was infectious. Your first and final lessons were to always see the wonder present in the world.
3 Your tutor epitomized patience and calm. Through all your struggles and antics, your teacher abided quietly until you were ready for your next lesson.
4 Your tutor was a tyrant of scholastic orthodoxy. Questioning the wisdom established by greater minds was the greatest sin.
5 Your tutor attempted to pass along an obsession with a pet theory that was largely dismissed by other scholars.
6 Your tutor believed that true knowledge could be gained through experience and hands on learning, that books and lectures suffered a crucial lack of context.

PART 1 | CLASSES

Philsophy of Scholarship

Your background likely explains how you became a scholar and what series of events set you on that path, but why did you continue down that path? What drives your never-ending search for knowledge? Each scholar must answer this question for themselves.

d6 Philosophy of Scholarship
1 Pure Research. Knowledge is worth pursuing for its own sake. Mysteries are meant to be solved and nothing is unknowable.
2 Self-Improvement. Scholarship is fundamentally about chasing perfection. As an athlete or warrior may push her body towards some ideal form, so I push my mind.
3 Progress. The world moves forward by accumulating new knowledge, technology, and discovery. It takes a scholar to push those boundaries.
4 Common Good. Knowledge is meant to be shared, to improve the lives of all in tangible ways, and to dispel unfounded and dangerous superstitions.
5 Power. A superior mind and information are better than a good blade or even a good army. True power comes from knowledge and the will to wield it.
6 Problem Oriented. Problems plague the world and its impossible for one person to solve them all, but a dedicated mind can solve one problem no matter how difficult.

Quick Build

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. (Some scholars who focus on melee combat make Strength higher than Dexterity.) Second, choose the sage background.

Class Features

As a scholar, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per scholar level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, heavy crossbows, shortswords
  • Tools: Any two

  • Saving Throws: Intelligence
  • Skills: Choose four from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuastion, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword, (b) any simple weapon, or (c) any martial weapon (if proficient)
  • (a) leather armor or (b) scale armor (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • a medical kit (Physician pursuit only)

Alternatively, you can purchase starting equipment with a starting wealth of 4d4 x 10 gp. A medical kit costs 50 gp.

Keen Intellect

At first level, you gain the ability to use your quick wits to your advantage both in and out of combat. You learn gambits that are fueled by special dice called intellect dice. Gambits allow you to bring your mind to bear in order to solve problems, and to create and exploit opportunities that others cannot see.

Gambits. You know all the gambits listed under "Gambits" below, and may learn another at a later level, unique to your Pursuit. Many gambits enhance an attack in some way. You can use only one gambit per attack.

Intellect Dice. You have a number of intellect dice equal to your Intelligence modifier (a minimum of one), which are d8s. An intellect die is expended when you use a gambit, and you regain all expended intellect dice when you finish a long rest.

Saving Throws. Some gambits require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Gambit Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Gambits

The gambits are presented in alphabetical order.

Agitating Attack. When you hit a creature with a weapon attack, you can expend one intellect die to attempt to force the creature to lose focus. You add the intellect die to the damage roll and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of your next turn.

Defensive Posture. You can expend one intellect die and take the Dodge action as a bonus action on your turn. If a creature misses you with an attack before the start of your next turn, you can use your reaction to make a weapon attack against the creature if it is within range, adding the intellect die to the attack roll.

Foiling Strike. When a creature you can see is forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an intellect die and use your reaction to make a weapon attack against the creature if it is within range. If the attack hits, you add the intellect die to the damage roll of the attack, and the target has disadvantage on the saving throw.

Sage Advice. When you or another creature is preparing to take an action that requires an ability check, you can expend an intellect die and use an action to analyze the situation and give advice based on your observations and deductions. Add the number rolled on the intellect die to any creature who can hear and understand you who attempts that action within the next minute, including yourself.

PART 1 | CLASSES

The Scholar
Level Proficiency Bonus Features Practica
1st +2 Keen Intellect, Pursuit
2nd +2 Practica 3
3rd +2 Pursuit Feature 3
4th +2 Ability Score Improvement 3
5th +3 Boundless Intellect 4
6th +3 Pursuit Feature 4
7th +3 Field Research 5
8th +3 Ability Score Improvement 5
9th +4 Moment of Genius 6
10th +4 Ability Score Improvement 6
11th +4 Improved Keen Intellect (d10) 7
12th +4 Ability Score Improvement 7
13th +5 Pursuit Feature 7
14th +5 Clear Mind 8
15th +5 Analytical Mind 8
16th +5 Ability Score Improvement 8
17th +6 Improved Keen Intellect (d12) 9
18th +6 Pursuit Feature 9
19th +6 Ability Score Improvement 9
20th +6 True Genius 9
Multiclassing and the Scholar

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose scholar as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a scholar.

Proficiencies Gained. If scholar isn't your initial class, here are the proficiencies you gain when you take your first level as a scholar: light armor, simple weapons, and one skill from the scholar skill list.

Unsticky the Situation. When you fail a saving throw, you can expend an intellect die and add it to the roll, potentially turning it into a success.

Pursuit

At 1st level, you choose the scholarly pursuit on which you have focused your learning. Choose Explorer, Inventor, Philosopher, Physician, Planar Sage, or Tactician, detailed at the end of the class description. The pursuit you choose grants you features at 1st level, and again at 3rd, 6th, 13th, and 18th level.

Practica

Your studies have exposed you to research and theory on any number of subjects, but applying that knowledge to the real world requires an extra level of dedication.

Beginning at 2nd level, you master three practica of your choice. Your practica options are detailed at the end of the class description. When you gain certain scholar levels, you master new practica of your choice, as shown in the Practica column of the Scholar table.

Additionally, when you gain a level in this class, you can choose one of the practica you know and replace it with another for which you meet the requirements. You cannot replace practica that allow you to learn a language.

Ability Score Improvement

When you reach 4th level and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Boundless Intellect

Beginning when you reach 5th level, you regain all of your expended intellect dice when you finish a short or long rest.

Field Research

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn information about its capabilities. Choose a reference creature of the same type that you have seen, and the DM tells you if the creature you are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Armor Class
  • Maximum hit points
  • Total class levels (if any)

Moment of Genius

Beginning at 9th level, when you use a gambit you can choose to take the highest value on your intellect die instead of rolling. The intellect die is still expended as normal.

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

PART 1 | CLASSES

Improved Keen Intellect

At 11th level, your intellect dice turn into d10s. At 17th level, they turn into d12s.

Clear Mind

Beginning at 14th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Analytical Mind

At 15th level, you can apply your Intelligence modifier instead of your Wisdom modifier to Wisdom ability checks and Wisdom saving throws.

True Genius

At 20th level, your dedication to developing your mind has honed you into a true genius. The sum total of your experiences lends you an incisiveness that is unmatched. Your Intelligence score increases by 4 and your maximum Intelligence increases to 24.

Scholarly Pursuits

Scholars choose their areas of focus well before becoming adventurers, versing themselves in the research and theory relevant to their field. A drive to further this mastery, and add to the body of knowledge on their subject of interest, is often the impetus for a scholar to become an adventurer.

Explorer

Scholars who choose the Explorer pursuit exemplify curiosity and adaptability. Often experts in anthropology, archaeology, or zoology, the cutting edge of their research always lies in the field. Whether plumbing the depths of an ancient ruin, making contact with an unknown people, or discovering exotic life on a remote isle, the explorer comes armed with the worldly knowledge to best handle the situation.

Bonus Proficiencies

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, when you choose this pursuit at 1st level, you gain additional proficiencies and learn additional languages of your choice. Choose any four of the following:

  • Cartographer's tools
  • Land vehicles
  • Navigator's tools
  • Water vehicles
  • Any martial weapon (may be selected multiple times)
  • Any language (may be selected multiple times)

Adaptable

At 3rd level, you can recalibrate and refocus your mind to adapt to the task and environment at hand by drawing upon past studies and your own insights. You learn one additional practicum for which you meet the requirements. Whenever you finish a short or long rest, you can replace this bonus practicum with another for which you meet the requirements.

Jack of All Trades

At 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Gambit: Fool Me Once

At 13th level, you learn the fool me once gambit. When you take damage, you can expend an insight die and use your reaction to reduce the damage by the amount rolled and gain one of the following benefits for 1 minute:

  • You gain resistance to damage of that type. This does not apply to the triggering damage.
  • If the damage was inflicted by an attack, the attacker has disadvantage on all future attack rolls against you.
  • If the damage was caused by an effect that triggered a saving throw, you have advantage on future saving throws that target that ability.

Rapid Adjustment

At 18th level, you can use an action to replace the bonus practicum granted by the adaptable feature with another one for which you meet the requirements. You can't use this feature again until you finish a long rest.

PART 1 | CLASSES

Inventor

The Inventor pursuit is taken up by scholars who are creators at heart. More than mere artisans, Inventors draw upon their intellect and a broad array of tools and disciplines to create things which are wholly new.

Bonus Proficiences

You are proficient in Dexterity saving throws if scholar is your first class.

Additionally, when you choose this pursuit at 1st level, you gain proficiency in tinker’s tools, and you can add half your proficiency bonus, rounded down, to any ability check you make using a tool that doesn't already include your proficiency bonus.

Invention

At 3rd level, you complete your first invention, and you complete additional inventions at 6th, 13th, and 18th level. For each invention, choose either a clockwork companion, combat device, improved tool, skill aid, or weapon. Each invention type is detailed at the end of the pursuit description with instructions for determining its capabilities. When you gain a level in this class, you can change the properties of one of your inventions, but not its type.

Your inventions require you to perform regular maintenance to remain in working order. You can perform this maintenance on all of your inventions during a long rest. You can also teach another creature with an Intelligence score of 7 or higher how to properly use an invention of yours during a short rest.

The nature and description of your inventions are up to you and your DM to determine. Be creative, but make sure that you and your DM understand the logic of the creation.

Ingenuity

Beginning at 6th level, you can spend 1 minute improvising a set of artisan's tools, a disguise kit, navigator's tools, thieves' tools, or a piece of adventuring gear from materials found nearby. An item improvised in this way can be used once before it breaks.

At your DM's discretion, an area may not be furnished with enough materials to replicate certain items. Alternatively, the materials you find may be of sufficient quality that the item does not break after use, and the improvised item can be maintained alongside your inventions.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all uses at the end of a long rest.

Field Repair

At 13th level, you learn the field repair gambit. As an action, you can expend an intellect die to either attempt to reset or repair an invention so that it can be used again, or use your ingenuity feature.

To succeed, you must pass a DC 15 Intelligence ability check, adding the intellect die to the roll.

Masterpiece

At 18th level, choose one of your inventions to become your masterpiece. You perfect its design and no longer need to maintain it during a long rest. You can spend 8 hours making a copy of the invention if you have the requisite materials.

Invention Type: Clockwork Companion

Design your clockwork companion by beginning with the statblock below and then modifying it with the properties below. For each category, select one of the available options.


Clockwork Companion

Tiny construct, unaligned


  • Armor Class 13 (reinforced)
  • Hit Points 5 (2d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 10 (+0) 2 (-4) 2 (-4) 1 (-5)

  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Damage Immunities poison, psychic
  • Senses passive Perception 4
  • Languages None
  • Challenge 0 (10 XP)

Basic Communication Protocol. The clockwork companion can communicate basic concepts with its inventor by signaling with various moving parts. Conversely, its creator can give it simple instructions by using an action to interact with it, which the companion follows to the best of its ability.

Invention Interface. The clockwork companion can use an invention created by its own inventor as long as the invention is a combat device, a skill aid, or an improved tool with the ease of use property.

PART 1 | CLASSES

In combat, your companion acts on your turn and is not surprised if you are not surprised. It can't attack, but it can take other actions as normal if you tell it to do so with its Basic Communication Protocol trait.

You can build your clockwork companion during a long rest using materials worth 100 gp. If it is destroyed, but its parts


are recoverable, you can repair it using parts worth 25 gp.

When you build your clockwork companion, you may choose up to one option in each of the following categories: Build Dynamics, Locomotive Mechanism, Secondary Function, and Utility Feature. See the table below for a full description of these options.

Clockwork Companion Options
Option    Effect
Build Dynamics
    Light • loses reinforced +2 AC bonus
• DEX score increases by your INT modifier
• movement speed increases by 10 ft.
    Heavy • reinforced AC bonus increases by 2 to +4
• STR and CON scores each increase by half your INT modifier
• gains 2 additional d4 hit dice
• movement speed decreases by 10 ft.
    Balanced • STR, DEX, and CON scores each increase by half your INT modifier
Locomotive Mechanism
    Nimble • gains 20 ft. of walking speed
    Adaptive • gains a burrow, climb, fly, or swim speed (your choice) equal to its walking speed
Secondary Function
    Senses • gains darkvision out to 30 ft.
    Skills • gains proficiency in two of the following skills of your choice: Athletics, Acrobatics, Sleight of Hand, Stealth
• use your proficiency bonus instead of its own for these skills
Utility Feature
    Contingency Sensor You can put your companion into an alert state as an action. When you do so, choose a simple trigger that the companion will wait for, and a simple action for it to carry out when it senses that trigger. For example, it could ring a bell when it senses a nearby creature. Its passive Perception increases by an amount equal to your proficiency bonus + twice your Intelligence modifier while in this mode, and its speed is set to 0.
    Damage Control When your companion is subjected to an effect that allows it to make a Strength, Dexterity, or Constitution saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half if it fails.
    Transformation You can use an action to have your companion reconfigure its form. This allows it to either swap the skill proficiencies it gains from the secondary functions feature, or the movement enhancement granted by the locomotive mechanism feature. Your companion is only capable of one type of transformation or the other, of your choice.

PART 1 | CLASSES

Invention Type: Combat Device

Design your combat device by selecting properties in each of the following categories described below: Durability, Effect, Activation Type, and Target. If your combat device requires a saving throw, it uses your gambit save DC.

Combat Device Options
Option    Description
Durability
    consumable • requires 10 gp worth of materials to construct
• destroyed after it is used
• you can create a new one during a short or three during a long rest
• you can maintain up to three at any one time
    reusable • requires 50 gp worth of materials to construct
• can be recovered after it is used
• you can create one over a long rest
• onced used, it must be reset during a short rest before it can be used again
Effect
    inflicts damage • choose type from the following: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder
• deals damage equal to a number of d8's equal to your proficiency bonus
    inflicts condition • choose two from the following: blinded, deafened, grappled, or prone
    inflicts both • choose damage type from list above
• choose one condition from list above
• deals damage equal to a number of d8's equal to half your proficiency bonus
Activation Type
    attack • choose whether it is a melee attack with reach 5 feet or a ranged attack with range 20/60 ft.
• choose whether the attack roll is made with STR, DEX, or INT
• any condition inflicted by the device lasts until the end of the target's next turn
    action • choose STR, DEX, or CON as a saving throw the target must make when targeted with the device
• the maximum range of the device cannot exceed 60 ft.
• if the device inflicts damage, it deals a number of extra d8's of damage equal to your proficiency bonus; on a successful saving throw, a target takes half damage
• if the device inflicts a condition, the target can make a saving throw to resist it; on a failed save the condition lasts for one minute; the target can make a saving throw to end the effect at the end of each of its turns
    bonus action • choose STR, DEX, or CON as a saving throw the target must make when targeted with the device
• the maximum range of the device cannot exceed 30 ft.
• if the device inflicts damage, it deals a number of extra d8's of damage equal to half your proficiency bonus; on a successful saving throw, a target takes no damage
• if the device inflicts a condition, the target can make a saving throw to resist; on a failed save, the condition lasts until the end of your next turn
Target
    one creature — (no additional modifications to the device)
    area
    (5-foot radius)
• Activation Type must be action or bonus action
• any damage that is dealt uses d6's instead of d8's
• saving throw for any inflicted conditions is reduced by 2
    area
    (15-foot radius)
• Activation Type must be action or bonus action
• any damage that is dealt uses d4's instead of d8's; saving throw DC for damage is reduced by 3
• saving throw for any inflicted conditions is reduced by 5

PART 1 | CLASSES

Invention Type: Improved Tool

Design your improved tool by first selecting the kind of tool you would like to improve from the list of tools in the Player's Handbook. You may choose any kind of tool except vehicles and gaming sets. Once you have selected a type of tool, apply one of the enhancements from the list below.

Your improved tool can be built from scratch with materials costing the same amount as a normal tool of that type during a long rest. Alternatively, you can modify an existing tool of that type for an amount equal to half of the price of that tool.

Automation. The tool can work automatically if you spend ten minutes configuring it for the task at hand. It can make an ability check to complete its task using your Intelligence modifier and proficiency bonus.

Ease of Use. The tool can be used effectively even by someone not trained in its use. When a creature makes an ability check with the tool, it can add your proficiency bonus to the roll if the ability check doesn't already include the creature's proficiency bonus.

Refinement. The tool can improve the work of even a master. A creature proficient with that type of tool adds half your proficiency bonus to ability checks that use the tool in addition to any bonus granted by their own proficiency or expertise.

Invention Type: Skill Aid

Design your skill aid by first selecting the skill that you wish your invention to assist. You may choose any skill other than Arcana, History, Nature, and Religion. Once you have selected a skill, choose one of the effects for the aid from the list below.

Your skill aid can be built with materials worth 50 gp over a long rest. If a creature using your skill aid to assist an ability check rolls a natural 1 on that check, the aid breaks. It can be repaired during a short or long rest with materials worth 25 gp.

Basic. A creature trained in the use of this aid gains a bonus to ability checks that make use of it equal to half your proficiency bonus, rounded down.

Enhanced. A creature trained in the use of this aid can activate it as a bonus action to gain advantage on the next relevant ability check it makes before the end of its next turn. This function can be used twice before it needs to be reset during a short or long rest.

Powered. A creature trained in the use of this aid can activate it as a bonus action and on the next relevant ability check it makes before the end of its next turn, it can treat the number on the die roll as a 20. The aid can be used once before it needs to be reset during a long rest.

Creating Creative Creations

Using the instructions provided here will allow you to create inventions that are mechanically complete but intentionally devoid of concrete description for how they look, work, and even what level of technology they represent. It is up to you to supply these details with the cooperation of your DM.

When creating flavor for your inventions, keep in mind the level of technological sophistication that is appropriate for the setting you are playing in, so that your inventions feel plausible in the context of the adventure. Some invention types, such as the clockwork companion, may not be suitable for settings with particularly low levels of technology. When creating an Inventor scholar, discuss this ahead of time with your DM so that neither of you is surprised.

Most inventions can be described using a wide range of technology levels. For example, the right weapon invention could be described as a revolver, a repeating crossbow, or a multibarreled blowgun.

Hundreds of unique inventions can be created with these rules, but with your DM's permission you can break free from the blueprints laid out here and invent something completely new.

PART 1 | CLASSES

Invention Type: Weapon

Design your weapon by using each of the tables on the right to choose properties for it. Each property has a die modifier. When you've finished selecting properties, add the die modifiers together and consult the weapon damage table to determine the damage die for your weapon. If the die modifier total of the weapon appears in the ranges for two different damage dice options, you can choose which of the damage dice your weapon uses.

Your invention is not considered simple or martial, and only you are considered proficient with it. At your DM's discretion, you may be able to instruct someone in its use over a sufficiently long period of downtime.

You can build your weapon during a long rest with materials worth 100 gp. If your weapon uses ammunition, choose whether it uses a standard ammunition type, such as arrows or sling bullets, or if it uses a unique ammunition type. If it uses unique ammunition, you can craft up to 10 pieces during a short rest. Each piece of ammunition requires materials worth 2 sp.

A weapon with the heavy property must also have the two-handed property. A weapon with the light property cannot have the two-handed property. A ranged weapon cannot have the versatile property.

A weapon with the reload property can be used a limited number of times before it needs to be reloaded with an action or a bonus action. A melee weapon can have the thrown property, an ammunition property, or neither. A ranged weapon must have either an ammunition property or the thrown property. A ranged weapon can only have the finesse property if it also has the thrown property.

Reach or Range
Reach (Melee) Reach (Ranged) Die Modifier
5 ft. +6
10 ft. +4
30/90 +2
60/150 +1
80/320 +0
Weight & Size
Weight Die Modifier
Light +0
+1
Heavy +2
Size Die Modifier
+0
Versatile +0 (+2)
Two-Handed +2
Damage Type
Damage Type Die Modifier
bludgeoning, piercing, or slashing +3
acid, cold, fire, lightning, poison, or thunder +0
Other Properties
Property Die Modifier
Ammunition +0
Ammunition, reload (6) +1
Ammunition, reload (4) +2
Ammunition, reload (2) +3
Ammunition, loading +4
Thrown +0
Finesse +0
Damage Die
Die Modifier Damage Dice
0 – 5 1d4
6 – 7 1d6
8 – 9 1d8
9 – 10 2d4
10 – 11 1d10
12 – 13 1d12
13+ 2d6

PART 1 | CLASSES

Philosopher

Scholars who choose the Philosopher pursuit walk varied paths. Some are teachers or advisers. Some are leaders in their own right. What they share in common is that above all they are devoted to the study of their fellow humanoids, and particularly to how they think.

Bonus Proficiences

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses that skill.

Ironclad Insight

Beginning at 3rd level, your understanding of the sapient mind gives you an instinctive measure of defense in combat. You gain a bonus to your AC equal to your Wisdom modifier as long as you are wearing light or no armor.

Forceful Presence

At 6th level you learn the forceful presence gambit. While conversing with a creature that isn't hostile to you, you can expend an intellect die as part of a Deception, Intimidation, or Persuasion ability check you make to interact with that creature. Add the intellect die to your ability check roll, and if you beat the creature's opposing Wisdom (Insight) check the creature becomes charmed by you if you rolled Deception or Persuasion, or frightened of you if you rolled Intimidation. This condition lasts as long as you remain in the creature's presence, and for 10 minutes afterward. The charmed condition ends early if you or your companions do anything harmful to the target.

Logic

Beginning at 13th level, when you make a Charisma ability check using a skill in which you are proficient, you can add your Intelligence modifier instead of your Charisma modifier to the roll.

Unmatched Authority

Starting at 18th level, you can use the forceful presence gambit as an action even if the target is hostile. Additionally, when you use the sage advice gambit you can treat an intellect die roll lower than your Intelligence modifier as your Intelligence modifier.

Physician

The Physician pursuit is chosen by scholars who wish to apply their minds to the art of healing. They use their extensive and specialized knowledge to accomplish feats of healing and restoration usually only possible with magic.

Bonus Proficiencies

You are proficient in Constitution saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with the Medicine skill and you can use your Intelligence modifier instead of your Wisdom modifier when making Medicine checks.

Medical Kit

When you choose this pursuit at 1st level, you gain the ability to use a medical kit that enhances your Medicine checks and allows you to administer treatments to yourself and others.

Your medical kit allows you to administer treatments by spending treatment points, of which you have a number equal to two times your scholar level. You regain all expended treatment points when you finish a long rest. A full list of treatments can be found at the end of the pursuit description.

While you have your medical kit in hand, your proficiency bonus is doubled when you make a Medicine ability check.

Tailored Treatment

At 3rd level, you gain the ability to tailor your treatments to suit the circumstances at hand. You can only use one of the options below on a single treatment.

Double Dose. When you administer a treatment that has a duration of at least 1 minute, you can spend 2 treatment points to double its duration.

Methodical Administration. When you restore hit points with a treatment, you can spend 2 treatment points to reroll a number of the healing dice up to your Intelligence modifier (minimum of one). You must the new rolls.

Preparation. You can prepare a treatment ahead of time that usually takes 1 action to administer. This requires one minute and 1 additional treatment point. You can administer a treatment prepared in this way as a bonus action instead of an action. Additional treatment points spent to increase the potency of the treatment must be spent during the preparation process. A prepared treatment loses its potency after 8 hours.

Preventative Medicine

At 6th level, you gain the preventative medicine gambit. When an ally you can see fails a saving throw, you can use your reaction and expend an insight die to add it to your ally's saving throw, possibly turning it into a success.

The ally must be within 5 feet of you to gain this benefit, and you can move up to half your speed as part of your reaction to reach this distance.

If the saving throw was triggered by an area effect, and your movement takes you into the affected area, you suffer any effects as if you were in the area at the moment the saving throw was triggered.

Infecting Solution

Starting at 13th level, you can spend 8 treatment points and use your medical kit to create a solution infected with a natural disease. The solution is clear, odorless, and flavorless and can be poured into a drink or on to food. Alternatively, is can be coated onto a weapon or piece of ammunition that deals piercing or slashing damage. In either case, the solution loses its potency after 1 hour. The solution is sufficient to infect one creature.

Once infected, either by ingestion or by taking damage from a coated weapon, a creature is afflicted with a nonmagical equivalent of the contagion spell. The save DC for resisting the effects of the solution is the same as your gambit save DC.

When you create the solution, you choose which disease it inflicts from the diseases listed in the contagion spell.

PART 1 | CLASSES

Double Shift

At 18th level, once per day when you finish a short rest, you can recover a number of expended medicine points equal to half your scholar level.

Treatments

All treatments require you to have physical contact with the target, and to have your medical kit in hand. Your treatments are only effective on beasts and humanoids.

Antidotes, Tinctures, & Cold Water. As an action, you can spend 2 treatment points to end one disease or one condition afflicting a creature. The condition can be blinded, deafened, paralyzed, or poisoned.

If you spend 8 treatment points and expend 100 gp worth of rare medicinal ingredients such as herbs, distilled chemicals, and plant extracts, you can instead reduce the target's exhaustion level by one, or end an effect on it that is causing it to be charmed or petrified, or has reduced one of the target's ability scores or hit point maximum.

Induce Catalepsy. You can spend one minute and 4 treatment points to administer drugs that put a willing target into a cataleptic state that is indistinguishable from death. This state lasts for one hour, or until you administer an antidote which you create while inducing the effect.

For the duration, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you administer the treatment, or becomes diseased or poisoned while under the treatment's effect, the disease and poison have no effect until treatment ends.

Painkillers. You can spend one minute and 3 treatment points to administer painkillers to up to 3 willing creatures. Each target's hit point maximum and current hit points increase by 5 for the next 8 hours. This treatment has no effect if the target is already under its effects, or under the effects of the Aid spell.

You can spend up to 6 additional treatment points when administering this treatment. For every two additional points spent, the current and maximum hit point increase granted by this treatment increases by a further 5.

Rest and Mend. Over a short rest, you can spend 2 treatment points to treat up to six creatures of your choice, including yourself. Each target regains hit points equal to 2d8 + your Intelligence modifier.

You can spend up to 3 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d8.

Resuscitate. As an action, you can spend 5 treatment points and expend 300 gp worth of rare medicinal ingredients such as herbs, distilled, chemicals, and plant extracts to revive a creature that has died within the last minute.

Stabilizing Concoction. As an action, you can spend 8 treatment points to administer a concoction to a willing creature that grants it a measure of protection from death for 8 hours.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the treatment ends.

If the treatment is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the treatment ends.

Tend Wounds. You can spend 1 minute and 1 treatment point to treat the wounds of a willing creature. The creature regains a number of hit points equal to 1d10 + your Intelligence modifier.

You can spend up to 4 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d10.

Triage. As an action, you can spend 1 treatment point to apply emergency medical treatment to a willing creature. It regains hit points equal to 1d6 + your Intelligence modifier.

You can spend up to 4 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d6.

Planar Sage

Planar Sages stand furthest apart among scholars who follow their various pursuits. The study of planes beyond the Prime Material carries the inherent danger of encountering otherworldly creatures with great powers. To survive these encounters, a Planar Sage must draw upon not just lore, but magic of all types, from the arcane to the divine.

Bonus Proficiences

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, at 1st level you become proficient in either Arcana or Religion. Your proficiency bonus is doubled for any ability check you make that uses that skill. You also learn one of the following languages of your choice: abyssal, celestial, infernal, primordial, or sylvan.

Spellcasting

When you reach 3rd level, you augment your knowledge with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The Planar Sage's spell list is at the end of the pursuit description.

Cantrips. You learn three cantrips of your choice from the Planar Sage's spell list. You learn additional cantrips from the Planar Sage's spell list at 6th and 13th level.

Spellbook. At 3rd level, once you acquire your first spellbook, you can scribe into it three 1st-level Planar Sage spells of your choice.

Preparing and Casting Spells. The Planar Sage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Planar Sage spells that are available for you to cast. To do so, choose a number of Planar Sage spells from your spellbook equal to your Intelligence modifier + half your scholar level (minimum of one spell). The spells must be of a level for you have spell slots.

For example, if you're a 7th-level scholar, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell protection from evil and good, you can cast it using a 1st-level or a 2nd-level slot. Casting the

PART 1 | CLASSES

Planar Sage Spellcasting
Scholar Level Cantrips Known 1st 2nd 3rd 4th
3rd 3 2
4th 3 3
5th 3 3
6th 4 3
7th 4 4 2
8th 4 4 2
9th 4 4 2
10th 4 4 3
11th 4 4 3
12th 4 4 3
13th 5 4 3 2
14th 5 4 3 2
15th 5 4 3 2
16th 5 4 3 3
17th 5 4 3 3
18th 5 4 3 3
19th 5 4 3 3 1
20th 5 4 3 3 1
Planar Sage vs Wizard

On the surface, the Planar Sage shares much in common with the wizard. They both record their spells in spellbooks and rely on their Intelligence to cast spells. But they diverge in important ways.

The Planar Sage is at once more focused and more generalized than the wizard. The Sage studies magic more holistically, exploring not just the arcane, but the divine and the elemental as well. They sacrifice the heights of power available to wizards and other dedicated casters like clerics and druids, but tap all sources of magical power equally.

Besides a scholarly interest in studying magic in all its facets, this broad approach is in service to the Planar Sage's chosen field of study: the planes and the extraordinary beings that inhabit them.


spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Planar Sage spells takes time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Intelligence is your spellcasting ability for your Planar Sage spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Planar Sage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

    Spellcasting Focus. You can use an arcane focus or a holy symbol (found in chapter 5 of the Player's Handbook) for your Planar Sage spells.

Learning Spells of 1st-Level and Higher. Each time you gain a scholar level, you can add one Planar Sage spell of your choice to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Planar Sage Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook. See the "Your Spellbook sidebar in the wizard description in the Player's Handbook.

Planes Hunter

At 6th level, you learn the planes hunter gambit. When you target a celestial, elemental, fey, fiend, or undead creature with an attack, you can expend an intellect die and add it to the attack roll. Alternatively, if you cast a spell or use a scholar feature that forces a creature of one of those types to make a saving throw, you can expend an intellect die and subtract it from the creature's saving throw.

In either case, you must expend the intellect die before the attack or saving throw is rolled.

Advanced Planar Magic

When you reach 13th level, you add the plane shift spell and one other spell from the list below to your spellbook. You can cast each of these spells once without using a spell slot. You must finish a long rest before you can do so again.

Choose one of the following: dispel evil and good, planar binding, forbiddance, or planar ally.

Planes Tripper

When your reach 18th level, you add either the astral projection or gate spell to your spellbook. You can cast this spell once without using a spell slot. You must finish a long rest before you can do so again.

PART 1 | CLASSES

Tactician

Scholars of the Tactician pursuit have focused their minds on the art and skill of combat. By honing their techniques and studying their enemies, Tacticians become formidable presences on any battlefield.

Bonus Proficiencies

You are proficient in Dexterity saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with medium armor, shields, and martial weapons.

Fighting Style

At 3rd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

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

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

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

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

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

Study Foe

At 6th level, you learn the study foe gambit. You can expend an intellect die as a bonus action to begin studying a creature you can see. You analyze its movements and fighting style in order to avoid its attacks.

For 1 hour, the studied creature has disadvantage on attack rolls that target only you. When the creature attempts to take an action, you can use your reaction to make a weapon attack against it, adding your intellect die to the attack roll. If the attack hits, the creature loses its action for the turn, including any resources it spent as part of the interrupted action, such as a spell slot. Whether you hit or miss, your study foe effect ends immediately.

The study foe effect also ends early if you are incapacitated or if you use this gambit on a different creature.

Force Multiplier

Beginning at 13th level, you can use an action to enter an observant state that allows you to analyze the battlefield. For the duration, whenever you or an ally that can see and hear you takes the attack action, you can point out an opening, allowing the target to take one additional attack as part of that action.

Additionally, on your turn you can use a bonus action to command an ally that can see and hear you to use its reaction to attack a creature within range. Attacks granted by this feature are made with advantage.

The observant state ends after 1 minute, or after you've granted a number of attacks equal to your Intelligence modifier (minimum of 1). Once you use this feature, you can't use it again until you finish a long rest.

Tenacious Intellect

Starting at 18th level, when you roll initiative and have no intellect dice remaining, you regain one intellect die.

PART 1 | THE SCHOLAR

Planar Sage Spells

Cantrips (0 Level)
  • Control Flames
  • Fire Bolt
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Message
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Shape Water
  • Thaumaturgy
  • Thunderclap
1st Level
  • Absorb Elements
  • Alarm
  • Chromatic Orb
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Find Familiar
  • Fog Cloud
  • Guiding Golt
  • Healing Word
  • Hellish Rebuke
  • Ice Knife
  • Identify
  • Illusory Script
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Alter Self
  • Augury
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Dust Devil
  • Enthrall
  • Flaming Sphere
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Nystul's Magic Aura
  • Rope Trick
  • See Invisibility
  • Suggestion
  • Zone of Truth
3rd Level
  • Blink
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Gaseous Form
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Magic Circle
  • Meld Into Stone
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Thunder Step
  • Tongues
  • Water Breathing
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Death Ward
  • Dimension Door
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Greater Invisibility
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Summon Aberration
  • Summon Elemental
  • Summon Greater Demon

Practica

If a practicum has prerequisites, you must meet them to learn it. You can learn the practicum at the same time that you meet its prerequisites. A level prerequisite for a practicum refers to scholar level, not character level.

Agile Eye

Prerequisite: 7th level, Tactician pursuit


If you are currently studying a creature with the study foe gambit, or if your studied foe drops to 0 hit points, you can use a bonus action to begin studying a different foe without expending an additional intellect die. This does not refresh the 1 hour duration of Study Foe.

Artisan

Prerequisite: Inventor pursuit


When crafting an item with a set of artisan's tools with which you are proficient, you can choose to prioritize speed or quality. You can either do the work of two craftsmen when determining how long it takes to craft an item, or you can increase by half the final value of an item you craft.

Artist


You gain proficiency with three tools of your choice. If you are already proficient with one of these tools, you instead add double your proficiency bonus to ability checks you make to use that tool.


Combat Assessment

Prerequisite: 14th level


You can use a limited form of field research while in combat. As a bonus action on your turn, you can learn one piece of information about an enemy that you can see as per the field research feature. If you can see the reference creature, you can choose current hit points as the characteristic.

Comprehensive Care


You gain proficiency with the Insight and Medicine skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, when you make an ability check to determine the physical or psychological state of a creature, if your roll exceeds 20 you have advantage on the next Charisma ability check you make to interact with that creature in the next ten minutes. You gain this benefit whether or not the triggering ability check was considered a success or a failure.

Configurator

Prerequisite: 5th level, Inventor pursuit


When you learn this practicum, select one of your inventions and one of its properties. You can change that property during a short or long rest. For example, you could choose a skill aid, which has a single property, and swap between the basic, enhanced, and powered properties. Or you could select

PART 1 | CLASSES


the effect property of a combat device, and switch what condition or damage type it inflicts.

You can learn this practicum multiple times, selecting a different invention each time. When you gain a level, if you change the properties of an invention to which you have applied this practicum, you may choose a different property to be configurable.

Crippling Blow

Prerequisite: 17th level


You know how to turn a perfect strike into a devastating attack. When you roll maximum damage on a weapon's damage dice, double the damage of your attack against the creature.

Cruel Intellect

Prerequisite: Tactician pursuit


When you roll an intellect die to add to an attack or damage roll, you can reroll the intellect die once, but you must use the second result.

Cunning Aim


You can use Intelligence instead of Strength for the attack and damage rolls of weapons made with a light weapon, quarterstaff, or unarmed strike. If you are an Inventor, you can also apply this benefit to any ranged weapon invention that you invent.

Cynicism

Prerequisite: 7th level, Philosopher pursuit


Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to half your Wisdom modifier (rounded up, with a minimum bonus of +0). A creature must be able to see or hear you to gain this bonus.

This feature does not stack with the paladin's Aura of Protection feature.

Deft Improver


You gain proficiency with improvised weapons, and half-cover functions as well for you as three-quarters cover.

Deliberate Step

Prerequisite: 5th level


Your movement speed increases by 10 feet, and nonmagical difficult terrain no longer slows your movement.

Dogged


When exhausted, you suffer the effects as if your level of exhaustion is one lower. You suffer no negative effects from a single level of exhaustion. Additionally, you cannot be stunned.

Exotic Physiology

Prerequisite: Physician pursuit


Choose one of the following types of creatures: celestials, dragons, elementals, fey, fiends, giants, monstrosities, or plants. Your treatments are effective on creatures of this type.

Expedition Mastery

Prerequisite: 5th level, Explorer pursuit


If you spend at least one day traveling in a specific type of terrain (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you gain the following benefits until you spend at least one day traveling a different type of terrain.

  • Difficult terrain doesn't slow your group's travels.
  • Your group can't become lost except by magical means.
  • You remain alert to danger even when you are engaged in another activity while traveling, such as foraging, navigating, tracking, or mapping.

If you have a detailed map of the region you are traveling through, you can ignore the require of one-day's travel before benefitting from this feature.

Extra Attack

Prerequisite: 5th level


You can attack twice, instead of once, when you take the attack action.

Extraplanar Contact

Prerequisite: 9th level, Planar Sage pursuit


You add the contact other plane spell to your spellbook. You can cast it as normal once, and then you must finish a long rest before you can do so again. You may also cast it as a ritual without requiring a rest afterwards.

Extraplanar Detection

Prerequisite: 5th level, Planar Sage pursuit


You add the detect evil and good spell to your spellbook, if it does not already have it. You can cast this spell at will and it does not count against your number of prepared spells.

Extraplanar Diplomacy

Prerequisite: Planar Sage pursuit


When you learn this practicum select one of the following types of extraplanar creatures: celestials, elementals, fey, or fiends. You have advantage on Charisma checks made to interact with creatures of that type.

Extraplanar Summoning

Prerequisite: 14th level, Planar Sage pursuit


When you cast a conjuration spell that allows you to summon celestials, elementals, fey, or fiends, you can cast that spell as if you had used a spell slot two levels higher than the level you actually use. For example, you can cast the conjure animals spell with a 3rd-level spell slot as if you had used a 5th-level spell slot, even if you have no 5th-level spell slots.

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

Fool Me Never

Prerequisite: 14th level, Explorer pursuit


When you use the fool me once gambit, you reduce the triggering damage by an additional amount equal to twice your scholar level.

PART 1 | CLASSES

Hardy

Prerequisite: 11th level


You can ignore the effects of poison and disease. If you become poisoned or diseased and this practicum is replaced before the condition is removed, you immediately begin to suffer its effects.

Immersion Learning

Prerequisite: Explorer pursuit


When you learn this practicum, select a skill with which you are not proficient. When you make ability checks that use that skill, you can add half your Intelligence modifier, rounded down, to the roll.

Incisive Strikes

Prerequisite: 11th level


When you hit a creature with a weapon attack, the creature takes extra damage equal to your Intelligence modifier (minimum of 1).

Infallible Expertise

Prerequisite: 11th level


When you make an ability check that lets you add half your proficiency bonus or your full proficiency bonus, you can treat a d20 roll of 4 or lower as a 5. When you make an ability check that lets you add double your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Kinaesthetics


You gain proficiency with the Acrobatics and Athletics skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, you when you learn this practicum choose either climbing or swimming. That form of movement no longer costs you extra movement.

Linguist


You learn to speak, read, and write three languages of your choice. You may learn this practicum multiple times, selecting different languages each time. This practicum cannot be selected with the Explorer's Adaptable feature.

Machiavellian


You gain proficiency with the Deception and Intimidation skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill. Additionally, you have advantage on saving throws made to resist being charmed.

Masterful Hand

Prerequisite: 7th level, Inventor pursuit


When you make an ability check with a tool to which you add your proficiency bonus, you can expend an intellect die and add it to the roll.

Measured Assault

Prerequisite: 14th level, Tactician pursuit


Your force multiplier feature now recharges when you finish a short or long rest, but only allows you to grant a number of extra attacks equal to half your Intelligence modifier (rounded up).

Natural Cartography

Prerequisite: 9th level, Explorer pursuit


When outdoors, you can spend 10 minutes to study your nearby surroundings to extrapolate knowledge about the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. From a suitable vantage point with a high elevation and clear sightlines, you can accomplish this task in just 1 minute. This ability doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You gain knowledge of up to three facts about any of the following subjects as they relate to the area.

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • buildings

For example, you could determine the location of major sources of safe drinking water, the location of any nearby towns, and the location of goblin camps in the area.

Naturalist


You gain proficiency with the Animal Handling and Survival skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill. Additionally, you can read the basic mood and intent of beasts. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

One Move Ahead

Prerequisite: 17th level


You must know the Incisive Strikes practicum to learn One Move Ahead.

Once per turn, you can use incisive strikes to add your Intelligence modifier to the attack roll instead of the damage roll when you make a weapon attack. You must choose to use this practicum before making your attack roll.

Practiced Practitioner

Prerequisite: 14th level, Physician pursuit


Choose one of the tailored treatment options. Using it costs 1 less treatment point for you. You can learn this practicum multiple times, choosing a different tailored treatment option each time.

PART 1 | CLASSES

Psychological Profile

Prerequisite: 11th level


If you spend at least one minute conversing with a creature or observing it in a social situation, you can analyze its speech and body language to determine how best to interact with it. The DM tells you whether Deception, Intimidation, Performance, or Persuasion is most likely to have a favorable impact on the creature's disposition toward you. For the next hour, you have advantage on checks in that skill directed at the creature. Once you use this feature, you can't use it again until you finish a short or long rest.

Rapid Response

Prerequisite: 5th level, Physician pursuit


You can take the Dash action as a bonus action on your turn. When you do, you do not provoke opportunity attacks for the rest of your turn, but the only action you can take is to administer a treatment.

Renaissance Man


You gain proficiency with one type of artisan's tools and one instrument or gaming set of your choice. You learn to speak, read, and write one language of your choice. You may learn this practicum multiple times, selecting different options each time. This practicum cannot be selected with the Explorer's adaptable feature.

Rhetoric


You gain proficiency with the Performance and Persuasion skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, if spend at least ten minutes speaking or performing, allies of your choice (up to twice your Intelligence modifier) gain a d6 which they can add to the next ability check, attack roll, or saving throw they make. A creature can only benefit from this ability once per short rest.

Scholastics


You gain proficiency with two of the following skills of your choice: Arcana, History, Nature, and Religion. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, if you fail an ability check that uses one of your chosen skills, you can make the check once more during your next short or long rest.

You can learn this practicum twice, selecting different skills each time.

Skepticism

Prerequisite: 5th level, Philosopher pursuit


You have advantage on saving throws against illusions, and advantage on Intelligence checks made to see through them. If you see through an illusion, but an ally who can hear you does not, you can give them advantage on any saving throws Intelligence checks to see through the illusion. This does not require an action on your part.

Sophism

Prerequisite: Philosopher pursuit


You can add half your proficiency bonus, rounded down, to any Charisma check you make that doesn't already include your proficiency bonus.

Spatial Awareness


You gain proficiency with the Perception and Investigation skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, you can perfectly recall any path you have traveled since learning this practicum.

Stoicism

Prerequisite: 14th level, Philosopher pursuit


You can use your Clear Mind feature to allow a charmed or frightened ally within 30 feet who can see and hear you to make a new saving throw to end the effect that is causing it to be charmed or frightened. This saving throw is made with advantage. If the ally fails its new save, you cannot use this feature again to end the same effect until the ally has completed a short or long rest.

Additionally, when an ally within the same range is critically hit, you can use a reaction to grant it temporary hit points equal to your scholar level. This has no effect if the critical hit reduces the ally to 0 hit points.

Tactical Retreat

Prerequisite: 5th level, Tactician pursuit


You can take the Disengage action as a bonus action on your turn. When you do so, any creature you target with a weapon attack on the same turn is unable to make opportunity attacks until the start of its next turn, and allies within reach of a creature affected in this way can immediately use their reaction to move up to half their speed.

Toxicology

Prerequisite: 7th level, Physician pursuit


Your medical kit also functions as a poisoner's kit, and you are considered proficient in its use. You can spend 2 treatment points to create a caustic poison that can coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw versus your gambit save DC or take 1d8 poison damage. Applying the poison takes an action, and once applied, the poison retains its potency for 1 minute before drying. Once prepared, the poison loses its potency after 8 hours if it is not applied.

Tradecraft


You gain proficiency with the Sleight of Hand and Stealth skills. If you are already proficient with either of these skills, you instead add double your proficiency bonus to ability checks you make that use that skill.

Additionally, you gain proficiency with thieves' tools.

PART 1 | CLASSES

Trail Medicine


As an action, you can expend one charge of healer's kit or one treatment point from your medicine kit to grant a willing creature temporary hit points equal to your scholar level. Once a creature has gained temporary hit points from this feature, it cannot do so again until it finishes a long rest.

Troubleshooter

Prerequisite: 14th level, Inventor pursuit


When you attempt a field repair and fail, you recover the expended intellect die.

Universal Languages

Prerequisite: 14th level


You can communicate and understand simple ideas and concepts when speaking to creatures that have an Intelligence score of 7 or higher, even if you do not share a language. You can also glean basic information from written samples of languages that you do not know. The DM may have you roll an Intelligence check if you attempt to read, communicate, or understand more complex ideas in an unknown language. At the DM's discretion, failure may result in misinterpretation.

Vigilant

Prerequisite: 7th level


You add your Intelligence modifier to your initiative rolls, and your passive Perception score gains a bonus equal to your Intelligence modifier for the purposes of determining whether or not you are surprised.

Message from Creator (Kyle Grant)

This original scholar class has been tested over hundreds of hours of actual play. Many thanks to my players, especially those who took up the experimental mantle of the scholar, and to all who have given feedback on the many iterations of the class.

I am confident that this version of the scholar will serve your table well. That said, while the class is complete that does not mean it must ever be finished. The latest version of the scholar can always be found on dmsguild.com.

If you have any questions about the scholar, or if you want to share your experiences with it, you can leave a comment on the dmsguild page, or you can message me on reddit, at /u/wdalright.

PART 1 | CLASSES

Artificer

Additional Artificer Spells

1st-level artificer feature


The spells in the folllowing list expand the artificer spell list in Tasha's Cauldron of Everything. The list is organized by spell level, not character level. Each spell is in the Player's Handbook, Xanathar's Guide to Everything, or Tasha's Cauldron of Everything, unless it has an asterisk (a spell in part 4).

Cantrips (0 Level)

control flames
gust
mold earth
shape water

1st Level

Tenser's floating disk

2nd Level

dragon's breath
find traps
flame blade
knock

5th Level

steel wind strike
vitriolic sphere

Crafting Master

14th-level feature


At 14th-level, you learn the enhanced industry artificer infusion, and this infusion does not count against the number of your known infusions.

Enhanced Industry

Prerequisites: 14th level, and a rod, staff, or wand (requires attunement by an artificer, bard, or wizard)


This wand has a maximum of 3 charges. While holding this item, you can use an action to expend 1 charge to cast the portable workshop spell. The wand regains 1 expended charge daily at dawn.

PART 1 | CLASSES

Cleric

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Occult Domain.

Occult Domain

The divine light in which many clerics bathe is brilliant and effervescent, granting them immense holy power. But the brightest light casts the darkest shadow—and from within this blackness, a rival power dwells.

Clerics of Occult fully embrace this opposing polarity, their faith equally resolute as their holy counterparts but deriving their power from deities of shadow and mental domination. To truly understand such ancient, corruptive influence is to be driven mad. This is the state in which these dark clerics thrive, embracing insanity and feeding off of the minds of their opponents to reach terrifying new limits.

Order Deities
Example Deity Pantheon
Cyric Forgotten Realms
Cults of the Dragon Below Eberron
Shar Forgotten Realms
Tharizdun Greyhawk

Domain Spells

1st-level Occult Domain feature


You gain domain spells at the cleric levels listed in the Occult Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Occult Domain Spells
Cleric Level Spells
1st arms of Hadar, charm person
3rd mind spike, silence
5th fear, mind flay
7th mind soothe, phantasmal killer
9th contact other plane, summon mind bender

Dominant Mind

1st-level Occult Domain feature


You learn the mind sliver cantrip, which counts as a cleric cantrip for you and doesn't count against the number of cleric cantrips you know.

Channel Divinity: Shadow Covenant

2nd-level Occult Domain feature


You can use your Channel Divinity to wrap allies in shadows which heal them for a price.

As an action, you present your holy symbol and evoke shadows that restore a number of hit points up to to ten times your cleric level. Choose any number of creatures within 30 feet of you, and divide those hit points among them. You can't restore hit points to a construct or undead with this


feature.

Half of the hit points restored (rounded down) is then taken as cold damage, which cannot be reduced in any way. Choose any number of willing creatures within 30 feet of you, and divide that damage among them. This damage cannot reduce a creature to 0 hit points.

If there aren't enough willing creatures to take all of the damage, this is a direct affront to your deity. The divine backlash immediately reduces any creatures healed by this feature to 1 hit point. You are also paralyzed for 1 minute.

Mind Sear

6th-level Occult Domain feature


After you deal psychic damage to a creature, you may use your reaction to sear off a fragment of the creature's mind, which manifests itself as a tiny mote of shadow in the nearest unocuppied space within 10 feet of the creature. The mote lasts 8 hours, is immune to all damage and conditions, and can be picked up by you or any of your allies.

As a bonus action, a creature can touch a mote to itself, gaining 2d4 hit points, or hurl it at a target, making a ranged spell attack and dealing 2d4 cold damage on hit. The attack uses your spell attack modifier. In either case, the mote disappears after it is used.

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.

The damage and healing done are each increased by an additional d4 at 10th level, 14th level, and 18th level.

Potent Spellcasting

8th-level Occult Domain feature


You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Mind Freeze

17th-level Occult Domain feature


When you deal psychic damage to a creature that is charmed, frightened, unconscious, or affected by your mind soothe, phantasmal force, or phantasmal killer spells, you may use your reaction to deal an additional 2d6 cold damage to the target.

Mind Freeze may be used in the same reaction you use Mind Sear.

PART 1 | FEATS

Chapter 3: Feats

Artificer

The following feats are available to characters at 4th artificer level or higher. You must meet any prerequisite specified in a feat to take that feat.

Artificer Feats
Artificer Specialist Feat
Alchemist Potent Elixirs
Armorer Interchangeable Parts
Artillerist Transportable Sentry
Battle Smith Better Living Through Technology

Better Living Through Technology

Prerequisites: Battle Smith artificer specialist


Through experience in battle, you have learned how to make a more durable and battle-ready Steel Defender. Add the following traits to the statblock of your Steel Defender.



  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nommagical attacks
  • Damage Immunities psychic
  • Condition Immunities frightened, unconscious

Contingency Mechanism. When an enemy reduces the defender to 0 hit points with a melee weapon attack, the enemy is incapacitated until the start of its next turn.

Covert Steps. The defender doesn't provoke opportunity attacks when it moves out of an enemy's reach provided it has not made an attack roll or forced a creature to make a saving throw on the same turn.

Interchangeable Parts

Prerequisites: Armorer artificer specialist


Through extensive research and prototying you have learned how to incorporate more customizations into your Arcane Armor.

Whenever you choose or change the model of your Arcane Armor, you may add one of the following options, which grant additional benefits while you are wearing the armor.

Hefty Armor

You have figured out how to boost your Arcane Armor's strength at the cost of size and bulkiness.

  • You can use Intellect instead of Strength for calculating jump distance and height.
  • You can use Intellect instead of Strength when calculating push, pull, lift, and carrying capacity.
  • You count as one size larger for the purposes of calculating push, pull, lift, and carrying capacity.
  • Your weight is increased by 200 lb.
  • Your height is increased by 2 ft.
  • Your Arcane Armor is heavier and makes noise when moving. You now emit sound within 30 ft. while moving and attacking.
  • You must doff your Arcane Armor to take a long rest.
  • A creature that heals you with a spell has disadvantage on any roll to determine the hit points restored.

Interceptor

Your Arcane Armor can assist you in defending your allies by automating and assisting you in defensive maneuvres.

  • When a creature within your reach makes a melee attack against a target other than you, you can use your reaction to intercept the attack. The attack targets you instead.
  • When a ranged attack with a missile or projectile (such as a shortbow's ammunition or magic missile) passes within your reach you can use your reaction to intercept the attack. The attack targets you instead.
  • If you intercept an attack in this way and you are wielding a shield, you take half damage from the attack.

Shield Thrower

You have learned how to incorporate a rail into your Arcane Armor, enabling you to launch your shield at enemies.

  • Any shield you wield can be used as a weapon dealing bludgeoning damage equal to 1d4 + your Intelligence modifier. The damage die increases to a d6 at 6th artificer level and to a d8 at 8th artificer level.
  • For you, shields gain the thrown property (20/60).
  • If you successfully hit a target with your shield you can attempt to shove the target using your bonus action.

Potent Elixirs

Prerequisites: Alchemist artificer specialist


Your experience in brewing potions and elixirs has allowed you to enhance your experimental elixirs with a number of magical effects.

When you create an experimental elixir by expending a spell slot of 1st level or higher, you may also add special ingredients to the elixir which let the drinker of the elixir also cast a specific spell once within the next 8 hours. The spell is cast at the same level of the spell slot used to create the experimental elixir. The spell uses your spell save DC or spell attack modifier.

The spell may be any of the spells on the Potent Elixirs tables. If the spell has material components, the special ingredients are the same as the material components. The special ingredients are consumed once the experimental elixir is made.

You may use this feat once per long rest. When you reach certain levels in the artificer class, you may use this feat more often per long rest: twice at 6th level and thrice at 15th level.

PART 1 | FEATS

Potent Elixirs—
spells without material components
Level Spell Special Ingredients
1st absorb elements
catapult
cure wounds
detect magic
disguise self
expeditious retreat
faerie fire
purify food and drink
a pinch of chalk dust
a pair of frog's legs
a drop of iodine
a pinch of sand
a chameleon eye
cat whiskers
a preserved firefly
a pinch of salt
2nd blur
lesser restoration
protection from poison
pyrotechnics
skywrite
a pint of ale
a bit of rubbing alcohol
a poisonous leaf or venom from a snake
a bit of sulfur
a pinch of dust
3rd blink
create food and water
intellect fortress
protection from energy
a humanoid eyelash
a morsel of food and a drop of water
the brain of a small or tiny beast
a drop of acid, a piece of ice, and some burning incense
4th elemental bane
fabricate
a drop of acid, a piece of ice, and some burning incense
gold dust worth at least 25 gp
5th animate objects
skill empowerment
the wings of ten insects
a handful of blueberries and pumpkin seeds





Potent Elixirs—
spells with material components
Level       Spells
1st false life, feather fall, grease, jump, longstrider, Tasha's caustic brew
2nd arcane lock, continual flame, darkvision, enhance ability, enlarge/reduce, flaming sphere, invisibility, magic mouth, Melf's acid arrow, see invisibility, spider climb, web
3rd catnap, fireball, fly, glyph of warding, haste, hypnotic pattern, water breathing, water walk
4th arcane eye, fire shield, ice storm, stoneskin, wall of fire
5th creation, greater restoration, passwall, transmute rock, wall of force
Special Ingredients

For a spell without material components, you can also discuss alternative special ingredients with your DM if those ingredients make more thematic sense with your character or your adventure.

Verbal and Somatic Components

For a spell with a verbal or somatic component, consider how an alchemist, not a spellcaster, may provide such a component. This can be as simple as reading a recipe or throwing an empty flask. Don't be afraid to get creative!

PART 1 | FEATS

Transportable Sentry

Prerequisites: Artillerist artificer specialist


You may craft a sentry pod over 1 hour with 100 gp worth of materials. The sentry pod lasts indefinitely but you may have only one at a time. As an action, you may deploy the sentry pod, commanding it to fly to an unoccupied space you can see within 120 feet. When it reaches its destination, the sentry pod unfurls into an activated sentry.

The sentry shares your initiative count but acts after your turn. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). While the sentry is active, it may use its reaction to duplicate the effects of your Eldritch Cannon or some of your Artillerist Spells, but at reduced effectiveness.

As an action, while within 5 feet of your active sentry, you may deactivate it, causing it to fold back into a sentry pod. You may pick up your deactivated sentry pod while within 5 ft. of it, no action required. If the sentry has deactivated as a result of being reduced to 0 hit points within the last hour, you can use your woodcarver's tools as an action to repair it. Otherwise the sentry pod is irreversibly broken—you may salvage up to 25 gp worth of materials from it to craft a new sentry pod.

At 15th artificer level, you may have up to two sentry pods at a time. You may use one action to deploy both sentry pods, and you may deploy them to different locations.



Sentry

Tiny object


  • Armor Class 13 (natural armor)
  • Hit Points 3 x your artificer level
  • Damage Immunities poison, psychic; any damage you deal
  • Condition Immunities all

Sentry Activation. When the sentry activates, it attaches itself to a solid surface within 5 ft. If there is no solid surface in range, the sentry falls to the ground. Once active, the sentry remains active for 10 minutes, after which it deactivates, folding itself back into a sentry pod and falling to the ground. Once the sentry is deactivated, it needs 1 hour to reset before it can be activated again.

Inanimate. The sentry may not move or take any action. Its only reactions are listed below.

Mechanical. If the mending spell is cast on the sentry, it regains 5 (2d4) hit points. When the sentry is reduced to 0 hit points, it deactivates.

Reactions

Eldritch Duplication. When you use your Eldritch Cannon, the sentry duplicates the effect as if it were one of your Eldritch Cannons. The damage done or number of temporary hit points granted is halved.

Sentry Fireball. When you cast the fireball spell, the sentry casts the fireball spell, but it deals no damage to creatures.

Sentry Ice Storm. When you cast the ice storm spell, the sentry casts the ice storm spell, but it does no damage to creatures.

Sentry Scorching Ray. When you cast the scorching ray spell, the sentry casts the scorching ray spell, but it creates only one ray that deals 3 (1d6) fire damage. Use your spell attack modifier for the attack roll.

Sentry Shatter. When you cast the shatter spell, the sentry casts the shatter spell, but it deals no damage to creatures.

Sentry Shield. When the sentry is hit by an attack or targeted by the magic missile spell, it casts shield.

Sentry Thunderwave. When you cast the thunderwave spell, the sentry casts the thunderwave spell, but it deals no damage.

Sentry Wall. When you cast the wind wall, wall of fire, or wall of force spell, the sentry extends the maximum length of the wall by 10 feet until the end of its next turn. The sentry can use its reaction each round to maintain the extended length while you concentrate on the spell.

PART 1 | FEATS

Barbarian

The following feats are available to characters at 4th barbarian level or higher. You must meet any prerequisite specified in a feat to take that feat.

Characters at 20th barbarian level that take a feat that increases either their Strength or Constitution score can increase it up to 24, as per their Primal Champion feature.

Barbarian Feats
Primal Path Feat
Ancestral Guardian Ancestors Guide You
Battlerager Ballad of the Axe Idiot
Beast Primal Wrath
Berserker Unhinged Frenzy
Storm Herald Wrath of the Storm
Totem Warrior Animal Aspects
Wild Magic Rage Mage
Zealot Enduring Fury

Ancestral Guide You

Prerequisites: Path of the Ancestral Guardian


Your ancestors smile upon you and their favor is a source of divine magic. You gain the benefits below. Wisdom is your spellcasting ability for spells that you can cast using this feat. You can cast these spells while raging and concentrate on them while raging.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn the guidance cantrip but can cast it only on yourself.
  • You can cast the protection from evil and good and aid spells as 1st level spells without expending spell slots. Once you cast either of these spells, you can't cast that spell again with this feat until you finish a long rest.

Ballad of the Axe Idiot

Prerequisites: Path of the Battlerager


You are nothing more than a spiked storm of wrath and spite rampaging across the battlefield. you gain the following benefits:

  • You gain proficiency in smith's tools. You may use them to add spikes to magical medium armor, qualifying it as spiked armor while retaining its other benefits. You require 5 gp worth of iron and can forge and add these spikes over 8 hours of labor.
  • You gain a +1 bonus to your AC while wearing spiked armor.
  • The damage dealt by your spikes increases to 1d6 piercing damage.
  • When you successfully shove a creature, they take 3 piercing damage. While raging, you can add your rage damage bonus to this damage.

Enduring Fury

Prerequisites: Path of the Zealot


When you make a weapon attack augmented by your Divine Fury feature, you gain the following benefits:

  • If your attack roll is a 1, you roll again. You must keep the second roll.
  • Your weapon attack is a critical hit on a roll of 19 or 20.
  • On a critical hit, the extra damage from Divine Fury is also dealt to all enemies in a line from you and towards the target of the attack. The line 30 feet long and 5 feet wide.

Primal Wrath

Prerequisites: Path of the Beast


Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

Additionally, your deepening attunement with your primal spirit has granted you the following benefits while you are transformed using your Form of the Beast feature.

Improved Bite. The damage die for your Bite attack is improved to a d12 and the number of hit points restored is doubled.

Improved Claws. When you hit a creature with your Claws attack, the target makes a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is mauled. If you hit the target again on this turn, you deal an additional 1d6 necrotic damage.

Improved Tail. When you hit a creature with your Tail attack, the target makes a Dexterity (Acrobatics) check contested with your Strength (Athletics) check. If you win the contest, the target is grappled by you until the start of your next turn. The target may repeat the contest at the start of its next turn.

Rage Mage

Prerequisites: Path of Wild Magic


Your rage burns brighter than any torch of this world, sparking magic that was previously dormant within you. You learn three 1st-level spells from the sorcerer spell list. At least two of these spells must belong to the school of evocation. You have three charges of Raging Magic, which you regain after finishing a long rest. While raging, you can expend a charge to cast any of the sorcerer spells of 1st-level or higher that you learned from this feat.

Additionally, you learn two sorcerer cantrips of your choice. You can cast these cantrips only while raging and can concentrate on them while raging. Charisma is your spellcasting ability for these spells.

Totemic Adaptation

Prerequisites: Path of the Totem Warrior


Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Additionally, upon taking this feat, you choose one of the totem animals listed in the table below. Once per day you may cast the corresponding spell on yourself, without material components and without having to concentrate, and the spell effect lasts 1 hour. Choose a totem animal from this feat each

PART 1 | FEATS


time you finish a long rest. Wisdom is your spellcasting ability for these spells.

Totemic Adaptation
Totem Animal Spell
Chameleon nondetection
Cheetah longstrider
Chimpanzee comprehend languages
Mongoose protection from poison
Opossum feign death
Owl darkvision
Panther pass without trace
Reef Shark water breathing
Tarantula spider climb
Water Strider water walk

Unhinged Frenzy

Prerequisites: Path of the Beserker


When your rage ends after using your Frenzy feature, you can make a Constitution saving throw to avoid gaining a level of exhaustion (DC 8 + your proficiency bonus + your Constitution modifier). The DC increases by 2 after each time you use the feature, resetting after you finish a long rest.

Wrath of the Storm

Prerequisites: Path of the Storm Herald


You crackle with the power of the storm, ever ready to unleash its wrath. You gain a number of d6's equal to half your barbarian level (rounded up). As a bonus action while you're raging, you can expend any number of dice. When you do so, an effect occurs determined by your Storm Aura feature.

The damage is totaled by the number of dice you choose to expend. The DC of a saving throw imposed by these effects equals 8 + your proficiency bonus + your Strength modifier. You regain all expended dice at the end of a long rest.

Desert. You gather your rage and explode in a storm of fire. Creatures within 10 feet of you must make a Dexterity saving throw or take fire damage equal to the total damage of d6's you rolled. On a success, a creature takes half damage. Flammable objects within range that aren't being worn or carried are ignited.

Sea. You bellow, unleashing a lance of lightning in a 5 by 30-foot line. Creatures within the area must make a Dexterity saving throw or take lightning damage equal to the total damage of d6's you rolled. On a success, a creature takes half damage. Until the end of its next turn, the first creature in the blast that fails its saving throw makes its next attack roll with disadvantage.

Tundra. You unleash a 15-foot cone of frigid air. Creatures within the area must make a Constitution saving throw or take cold damage equal to the total damage of d6's you rolled. On a success, a creature takes half damage. On a failure, its movement speed is reduced by 10 feet until the end of its next turn.

Bard

The following feats are available to characters at 4th bard level or higher. You must meet any prerequisite specified in a feat to take that feat.

Bard Feats
Bard College Feat
Creation Culinary Artist
Eloquence Orator
Glamour Can't Play the Player
Lore Stolen Esoterica
Spirits Art Imitates Life
Swords Dancing Steel
Valor Skald's Song
Whispers Dirge of Mortality

Art Imitates Life

Prerequisites: College of Spirits


You leave your lasting mark upon the world through your talent with an ink you can use to paint over reality.

You gain proficiency in one of the following tools: calligrapher's supplies, glassblower's tools, painter's supplies, or woodcarver's tools. You can use this tool as a bardic focus for your spellcasting.

Additionally, you can use your action to touch one image, such as a painting or sketch, and cause its subject to spring forth, becoming that creature, provided its CR is 1/4 or lower.

The creature appears in an unoccupied space within 5 feet of the painting, which becomes blank. The creature is friendly toward you and companions of your choice. In combat, it acts on its own initiative. It cannot cast spells and disappears after 1 minute, when it is reduced to 0 hit points, or when you fall unconscious. It has an Intelligence score of 4 and counts as a construct, rather than whatever creature type its inspiration is.

Once you use this feature, you cannot use it again until you finish a long rest.

Can't Play the Player

Prerequisites: College of Glamour


As a weaver of enchantments, you prove to be a tough target for those that would deceive or prey on your mind. You gain the following benefits:

  • You have advantage on saving throws against being charmed or discerning illusions.
  • Starting at 6th level, you can use the Countercharm feature as a reaction, so long as you can speak.
  • You learn a number of spells as you gain levels in the bard class. The spells count as bard spells for you, and they don't count against the number of bard spells you know. See the Can't Play the Player Spells table.

PART 1 | FEATS

Can't Play the Player Spells
Bard Level Spell
1st charm person
3rd calm emotions
5th hypnotic pattern
7th compulsion
9th dominate person

Culinary Artist

Prerequisites: College of Creation


Some bards channel the Song of Creation through their cooking, bolstering others with boons and bread, infusing every meal with their own magic.

You gain proficiency in cook's utensils and can use them as improvised weapons, with which you're proficient. You treat these weapons as if they have the finesse property.

Additionally, during a short or long rest, you can infuse food you prepare with your cooking utensils with magic. Characters that consume a ration's worth of food gain the following benefits, which last for 8 hours. A creature can't gain these benefits more than once in a 24-hour period.

  • The creature's hit point maximum is increased by your Song of Rest die, starting with 1d6.
  • The creature has advantage on Constitution saving throws against poison, paralysis, and exhaustion.
  • The creature can add your proficiency bonus to the next death saving throw they make.

Dancing Steel

Prerequisites: College of Swords


The crucible of battle is yours to dance in. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • When you score a critical hit with a melee weapon attack, you can use a Blade Flourish once without using a Bardic Inspiration die. This Blade Flourish must be made by the end of your next turn, other-wise it is lost.
  • You learn a number of spells as you gain levels in this class. The spells count as bard spells for you, but not against the number of bard spells you know. See the Dancing Steel Spells table.
Dancing Steel Spells
Bard Level Spell
1st shield
3rd mirror image
5th haste
7th staggering smite
9th steel wind strike

Dirge of Mortality

Prerequisites: College of Whispers


As an action, you can expend a charge of your Bardic Inspiration to play a dirge–a funerary song that harkens to a man's mind that there is no escape from death itself. You can choose a number of creatures up to your Charisma modifier within 60 feet that can hear you, subjecting them to a Charisma saving throw against your Bard spell save DC. On a failure, despair overwhelms them. Their maximum hit points are reduced by half your bard level (rounded down) + the result of your bardic inspiration die. A creature whose hit point maximum is reduced to 0 by the dirge dies and its soul is sent to the Shadowfell. After 1 hour, their hit point maximum is restored.

Once you use this feature, you cannot again until you finish a long rest.

Additionally, you learn a number of spells as you gain levels in this class. The spells count as bard spells for you, but not against the number of bard spells you know. See the Dirge of Mortality Spells table.

Dirge of Mortality Spells
Bard Level Spell
1st dissonant whispers
3rd shadow blade
5th fear
7th phantasmal killer
9th geas

Orator

Prerequisites: College of Eloquence


The power of the written word is to be respected; the power of the spoken word is to be feared. Your bardic magic can trace its roots back to the single word that sparked Creation itself. You gain the following benefits:

  • Increase your Charisma or Constitution score by 1, to a maximum of 20.
  • You can use your own voice as a bardic focus for your spellcasting.
  • Whenever you speak, you can use a bonus action to magically cause your voice to boom up to three times as loud.
  • You learn the vicious mockery and thunderclap cantrips which don't count against the number of bard cantrips you know. You can add your Charisma modifier to the damage of vicious mockery. Additionally, the range of thunderclap is increased to 15 feet; when you cast it, you can choose a number of creatures up to your Charisma modifier to automatically succeed on their saving throw.

PART 1 | FEATS

Skald's Song

Prerequisites: College of Valor


Men shall immortalize you in song and legend. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • When you score a critical hit with a weapon attack, you can use your reaction to rally your allies. Creatures of your choice (up to your Charisma modifier) within 60 feet that can hear you gain a +1 bonus to their AC that lasts until the end of their next turn.
  • You learn a number of spells as you gain levels in this class. The spells count as bard spells for you, but not against the number of bard spells you know.
Skald's Song Spells
Bard Level Spell
1st thunderous smite
3rd blur
5th haste
7th staggering smite
9th steel wind strike

Stolen Esoterica

Prerequisites: College of Lore


As a diligent student of esoteric lore, you can focus your studies on one forbidden subject, such as fey lore or demonology. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one cantrip of your choice from the spell list of any class. It counts as a bard cantrip for you and doesn't count against the number of cantrips you know.
  • You can choose one area of study from the options in the table to the right, learning a number of spells as you gain levels in this class. The spells count as bard spells for you, but don't count against the number of bard spells you know. See the Stolen Esoterica spell tables.
  • You learn the language associated with your choice of study, as determined by the Stolen Esoterica: Languages table.
Stolen Esoterica Languages
Area of Study Language
Draconomica Draconic
Eldritch Mythos Deep Speech
Fey Lore Sylvan
Fiendish Rites Abyssal or Infernal (your choice)
Hymns of Heaven Celestial
Stolen Esoterica Spells
Draconomica
Bard Level Spell
1st command
3rd dragon's breath
5th elemental weapon
7th fire shield
9th legend lore
Eldritch Mythos
Bard Level Spell
1st arms of Hadar
3rd detect thoughts
5th hunger of Hadar
7th Evard's black tentacles
9th telekinesis
Fey Lore
Bard Level Spell
1st entangle
3rd misty step
5th blink
7th conjure woodland beings
9th dominate person
Fiendish Rites
Bard Level Spell
1st armor of Agathys
3rd scorching ray
5th fireball
7th fire shield
9th flame strike
Hymns of Heaven
Bard Level Spell
1st detect evil and good
3rd prayer of healing
5th revivify
7th guardian of faith
9th mass healing word

PART 1 | FEATS

Cleric

The following feat is available to characters at 4th cleric level or higher.

Devoted Acolyte

You have proven your dedication to your gods, who have granted you improvements to your domain spells and your Channel Divinity.

  • You gain one more domain spell when you reach 5th cleric level. See the Divine Domain class feature for how domain spells work. Additionally, you can cast the spell granted by this feat without expending a spell slot and once you cast the spell in this way, you can't cast that spell in this way again until you finish a long rest.
  • When you use your Channel Divinity feature, you may choose to improve its effects, gaining one immediate enhancement and one lingering effect. The lingering effect lasts for 1 hour. Once you improve your Channel Divinity in this way, you cannot do so again until you finish a long rest.

Arcana Domain

    Domain spell. counterspell

Immediate Enhancement. You may target two creatures within 30 feet of each other with your Arcane Abjuration.

Lingering Effect. If you are required to make an ability check as part of casting counterspell or dispel magic, you add your proficiency bonus to that ability check.

Death Domain

    Domain spell. spirit shroud

Immediate Enhancement. When you deal damage with your Touch of Death you deal additional necrotic damage equal to half your cleric level.

Lingering Effect. You have resistance to necrotic damage and poison damage.

Forge Domain

    Domain spell. flame arrows

Immediate Enhancement. When you use Artisan's Blessing, instead of a nonmagical item, you may create a guardian empowered by your deity. The guardian has the statistics of an animated armor. To create this guardian, you must expend 100 gp worth of metal.

The guardian is friendly to you and your companions. It shares your alignment and weapon proficiencies. In combat, it acts on its own initiative, obeying any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, the guardian defends itself from hostile creatures, but otherwise take no actions.

You can only have one guardian at a time. It serves you for 1 hour or until it is destroyed, after which it disintegrates.

Lingering Effect. After casting any domain spell by expending a spell slot, you gain a +1 bonus to AC until the start of your next turn.

Grave Domain

    Domain spell. life transference

Immediate Enhancement. You may target two creatures within 30 feet of each other with your Path to the Grave.

Lingering Effect. The target of your life transference spell regains additional hit points equal to your Wisdom modifier (minimum of one).

Knowledge Domain

    Domain spell. tongues

Immediate Enhancement. Your Knowledge of the Ages grants you an additional skill or tool proficiency for the duration of the effect. You also contact your deity through an oracular vision to ask a single yes-or-no question. The rules of this question follow the same rules of the commune spell but you may ask only one question.

Lingering Effect. You have advantage on any ability check using a skill or tool with which you are proficient.

Life Domain

    Domain spell. remove curse

Immediate Enhancement. The number of hit points restored by your Preserve Life is equal to seven times your cleric level. A creature can be restored to no more than three-quarters of its hit point maximum.

Lingering Effect. You regain an additional 2 hit points when you benefit from your Blessed Healer feature.

Light Domain

    Domain spell. blinding smite

Immediate Enhancement. A target of your Radiance of the Dawn can't benefit from being invisible until the end of its next turn. Any target that fails its saving throw is also blinded until the end of its next turn.

Lingering Effect. The target of your Warding Flare can be up to 90 feet away from you.

Nature Domain

    Domain spell. erupting earth

Immediate Enhancement. The saving throw DC of your Charm Animals and Plants is increased by +2.

Lingering Effect. You may cast hunter's mark up to a number of times equal to your Wisdom modifier (minimum of one).

Occult Domain

    Domain spell. intellect fortress

Immediate Enhancement. The damage done by Shadow Covenant is one third of the hit points restored (rounded up).

Lingering Effect. When you use your Mind Sear feature, you create two motes instead of one.

Order Domain

    Domain spell. glyph of warding

Immediate Enhancement. Your Order's Demand also deals radiant damage equal to your Wisdom modifier (minimum of one) to any creature that failed its saving throw. This damage does not trigger a saving throw to end the charmed effect.

Lingering Effect. You may cast compelled duel up to a number of times equal to your Wisdom modifier.

Peace Domain

    Domain spell. catnap

Immediate Enhancement. You may add your proficiency bonus to the hit points restored to a creature with your Balm of Peace.

PART 1 | FEATS

Lingering Effect. You may take the Help action as a bonus action, up to a number of times equal to your Wisdom modifier (minimum of one).

Tempest Domain

    Domain spell. wall of water

Immediate Enhancement. When you use your Destructive Wrath to deal maximum damage, you may use your reaction to move up to your speed without provoking opportunity attacks. You then cast one of the following cantrips once (your choice): booming blade, lightning lure, shocking grasp, or thunderclap.

Lingering Effect. You know the cantrip you chose for your immediate enhancement. It counts as a cleric cantrip and does not count against the number of cleric cantrips you know.

Trickery Domain

    Domain spell. major image

Immediate Enhancement. When you use your Invoke Duplicity, you create an additional perfect illusion of a creature you touch (other than you). That creature controls the illusion and gains all of its benefits, as if they had used your Invoke Duplicity, but they do not have to maintain concentration to keep up the illusion. Both illusions disappear if your concentration is broken.

Lingering Effect. When you cast one of your domain spells by expending a spell slot, you may use your reaction to gain the effect of the mirror image spell (one duplicate only) for 1 minute. If you already have a mirror image duplicate from any source, you gain an additional duplicate instead and the duration of the spell effect is refreshed to 1 minute. You cannot have more than three images active at a time.

Twilight Domain

    Domain spell. hypnotic pattern

Immediate Enhancement. The number of temporary hit points granted by your Twilight Sanctuary increases by an amount equal to half your cleric level (rounded down).

Lingering Effect. You may take the Hide action as a bonus action.

War Domain

    Domain spell. haste

Immediate Enhancement. When you use your Guided Strike on an attack roll of 10 or higher, the attack is considered a critical hit. In addition to any other effects from a critical hit, you also deal radiant damage equal to your proficiency bonus.

Lingering Effect. When you cast divine favor by expending a spell slot you also gain the effect of shield of fath on the next attack against you until the start of your next turn. The additional effect is lost if your concentration is broken.

PART 1 | FEATS

Druid

The following feats are available to characters at 4th druid level or higher. You must meet any prerequisite specified in a feat to take that feat.

Druid Feats
Druid Circle Feat
Dreams Dreams Become Nightmares
Land One With Nature
Moon Beast Within
Shepherd Spirit Companion
Spores Masterful Mambo
Stars Starlord
Wildfire Soul Ablaze

Beast Within

Prerequisites: Circle of the Moon


Shapeshifting into beasts so often has awoken the one within you. It slavers and hungers, beckons and demands. You gain the following benefits:

  • Increase your Strength, Constitution, or Dexterity score by 1, to a maximum of 20.
  • You learn the primal savagery cantrip, if you didn't already know it. If you already know this spell, you learn another druid cantrip of your choice.
  • Your hide toughens, granting you a +1 bonus to your AC. While you're wild shaped into a beast, you gain a +2 bonus to its existing AC.
  • You have advantage on saving throws against being frightened.

Dreams Become Nightmares

Prerequisites: Circle of Dreams


You embody the cruelty of the Gloaming Court, learning to corrupt mirth into anguish. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Your Balm of the Summer Court dice become d8s.
  • Whenever you target a creature with your Balm of the Summer Court feature, instead of healing the target, you can torment creatures of your choice within 10 feet of the target. You must be able to see each creature. Roll the dice; targets of your choice take half the total as psychic damage. You, instead of your target, receive temporary hit points equal to the number of dice you spend.

Masterful Mambo

Prerequisites: Circle of Spores


Through careful study of the Myconid culture, you have mastered the craft of reanimation. You have additional insight into the nature of undeath. You gain the following benefits.

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain the sapping sting cantrip, which counts as a druid cantrip for you and doesn't count against the number of cantrips you know.
  • The following spells become druid spells for you; you always have them prepared and they don't count against the number of druid spells you can prepare: false life, speak with dead.
  • When you cast the animate dead spell or use your Fungal Infestation feature, you can decide that the creature you create is an undead servant instead of a skeleton or zombie. See the stat block below.

Undead Servant

Medium undead, neutral evil


  • Armor Class 13 (armor scraps)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws Con +5
  • Damage Vulnerabilities fire, radiant
  • Damage Resistances cold
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak

Necromantic Bond. When you deal damage with sapping sting, the servant regains a number of hit points equal to the damage you dealt.
    When you cast false life, the servant gains the same number of temporary hit points for 1 hour.
    Despite being undead, the servant is a valid target for your speak with dead spell.

Undead Fortitude. If damage reduces the servant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the servant drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.

PART 1 | FEATS

One With Nature

Prerequisites: Circle of the Land


Your heart is a seed buried in the richness of the land. You can use your Wild Shape to shapeshift into plants, as well as beasts, abiding by the same rules of Wild Shape described in the Player's Handbook with one more: the creature must have an Intelligence score of 8 or below, otherwise you cannot Wild Shape into it.

Additionally, while you are shapeshifted into a plant creature, you are under the effects of a barkskin spell (no concentration required).

Soul Ablaze

Prerequisites: Circle of Wildfire


Through a strong bond with wildfire spirits, you have gained mastery over spells that control or manipulate fire. You gain the following benefits:

  • You gain resistance to fire damage.
  • You gain the create bonfire cantrip, which counts as a druid cantrip for you and does not count against the number of cantrips you know.
  • You gain additional Circle Spells, indicated on the Soul Ablaze table.
  • When concentrating on a spell that deals fire damage directly (for example, create bonfire), enhances an item to deal fire damage (for example, elemental weapon), or grants a creature the ability to deal fire damage (for example, dragon's breath), you have advantage on Constitution saving throws you make to maintain your concentration.
Soul Ablaze
Druid Level Circle Spells
2nd create or destroy water
3rd dragon's breath*
5th elemental weapon*
7th wall of fire
9th tree stride

*When you cast this spell, you may choose the damage type to be fire or lightning only.

Spirit Companion

Prerequisites: Circle of the Shepherd


Having carved a totem and engaged in an ancient ritual, you gain the companionship of a bestial spirit.

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • The spell find familiar becomes a druid spell for you, you always have it prepared, and it doesn't count against the number of druid spells you can prepare. Your familiar is a celestial or a fey (your choice). It has heart sight as an additional innate trait.

Starlord

Prerequisites: Circle of Stars


Your attunment to the stars has deepened, granting you the following benefits. Increase your Constitution or Wisdom score by 1, to a maximum of 20. The constellation of your Starry Form also grants you an improved effect.

Archer. The radiant damage is now 1d10 + 1 + your Wisdom modifier.

Chalice. The hit points regained by a creature within 30 feet of you is now 1d10 + 1 + your Wisdom modifier.

Dragon. You may treat a roll of 10 or lower on the d20 as an 11.

PART 1 | FEATS

Fighter

The following feats are available to characters at 4th fighter level or higher. You must meet any prerequisite specified in a feat to take that feat.

Fighter Feats
Martial Archetype Feat
Arcane Archer Magic Mortar
Banneret Bannerlord
Battle Master Warbringer
Cavalier Cataphract
Champion Impressive Contender
Echo Knight Coordinated Assault
Eldritch Knight Sword and Sorcery
Psi Warrior Psionic Surge
Rune Knight Rune of Lanaxis
Samurai Unbreakable Resolve

Bannerlord

Prerequisites: Purple Dragon Knight (Banneret) martial archetype


You are a noble, steadfast leader of the battlefield. You direct the flow of battle and bolser your allies with your very presence. You gain the following benefits:

Fanfare

When you roll initiative, you and each ally that can see or hear you within 60 feet adds your Charisma modifier (minimum of 1) to its initiative roll.

Raise the Colors

You can use a bonus action to raise a banner flag, pennant, or other eyecatch which you hold in one or both hands to bolster your group. The eyecatch can be a weapon or an item attached to a weapon, but attacking with the weapon lowers the eyecatch. When you do so, choose one of the benefits below.

You and each creature of your choice within 30 feet of you (or 60 feet if you are mounted) gain that benefit for 1 minute, until you drop or sheathe the eyecatch, use this feature again, or become incapacitated. You can this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses at the end of a long rest.

But It Is Not This Day. Each affected creature gains a number of temporary hit points equal to your fighter level + your Charisma modifier.

Draw Swords Together. When an affected creature is attacked and another affected creature is within 5 feet of it, the second creature can use its reaction to become the target of the attack instead so long as it is within the attack's reach or range.

Do Not Go Gentle. Each affected creature adds your Charisma modifier (minimum of 1) to death saving throws.

Fear Not, For I Am With You. Each affected creature has advantage on saving throws against becoming frightened.

Rouse the Warriors. When an affected creature rolls a 1 on a damage die for a weapon attack, it can reroll the die and must use the new roll.

While you have an eyecatch raised, you can restore an ally's fighting spirit by expending one hit die as a bonus action. A friendly creature of your choice within 30 feet that can see you regains the hit points from that hit die, instead of you.

Cataphract

Prerequisites: Cavalier martial archetype


Rider and steed have become a storm of hooves and steel, thundering across the battlefields like a war god. You have mastered mounted combat, gaining the following benefits:

  • While you are on your mount, it gains a bonus to its AC equal to your proficiency bonus, as well as a number of hit dice equal to half your fighter level (rounded down), totaled and added to its maximum hit points.
  • When you use your Second Wind feature while mounted, your mount regains twice the number of hit points you do.
  • When you hit a target with a weapon attack while mounted, your mount can make one melee attack against the same target as a reaction.

Coordinated Assault

Prerequisites: Echo Knight martial archetype


You have heightened the accuracy and power of your echo's attacks. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • When you use your Unleash Incarnation so that both you and your echo attack the same target, if one of the attacks hits, then the other also hits. If one of these attacks is a critical hit, then the other is also a critical hit. Any nonmagical damage done by these attacks is considered magical.

Impressive Contender

Prerequisites: Champion martial archetype


When the gods grow fond of a mortal champion, they often reward feats of daring and glory with a shred of their divine power, if only to see this game of yours continue. Having appeased these distant spectators, you gain the following benefits:

  • Any weapon you wield has a damage die of d8 while you use it, unless it already uses a larger die or multiple damage dice.
  • You gain proficiency in Athletics or Acrobatics (your choice), and your proficiency bonus is doubled for any ability check you make using the skill you have chosen.
  • Your speed increases by 5 feet.

Magic Mortar

Prerequisites: Arcane Archer martial archetype


You can overcharge your ammunition with explosive magical power. You can use a bonus action to imbue one thrown weapon or piece of ammunition that you are wearing or carrying with energy. The item begins to glow brightly and

PART 1 | FEATS


the magic lasts 1 minute, after which the magic fades.

After you attack with the weapon or piece of ammunition (whether you hit or miss), it explodes in a 20- foot-radius sphere centered on the target of the attack, and is destroyed. Each creature in the area, including the target, must make a Dexterity saving throw against your Arcane Shot DC. A creature takes full damage on a failed save, or half as much damage on a success. You choose the type of damage from the following: acid, cold, fire, force, lightning, necrotic, psychic, or thunder.

The base damage of the explosion is 4d4. At the end of each of your turns that you do not use the imbued item, the damage increases by 2d4. The damage of the explosion can increase a maximum of three times, for a maximum additional damage of 6d4 (or maximum total damage of 10d4). The damage die improves as you increase in fighter level: d6 at 7th level, d8 at 10th level, d10 at 13th level, and d12 at 16th level.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest. If the imbued item's magic power fades before you use it, you still lose a use of this feature.

Psionic Surge

Prerequisites: Psi Warrior martial archetype


You have learned to concentrate your psionic powers. Increase your Strength, Constitution, or Intelligence score by 1, to a maximum of 20.

Additionally, when you use certain Psionic Powers, you may enhance the effect (see the descriptions below). Once you enhance a Psionic Power you cannot do so again until you finish a short or long rest, unless you expend a Psionic Energy die to do so.

Protective Field. The shield grants a number of temporary hit points to up to two creatures of your choice within 30 feet of you. The number is equal to half of the damage reduction given by the Protective Field.

Psionic Strike. Make a melee weapon attack on each other hostile creature within 5 feet of the target of your Psionic Strike. On hit, a target takes force damage equal to half the damage done by the Psionic Strike.

Rune of Lanaxis

Prerequisites: Rune Knight martial archetype


You have learned to inscribe a permanent rune onto your body, similar to a tattoo, a testament to your endurance and skill in rune carving. This rune emulates the power of Lanaxis, the titan son of Annam All-Father.

You can invoke the rune as a bonus action to become an Avatar of Lanaxis. For 10 minutes, you gain the benefits of your Giant's Might, you have a +2 bonus to AC, a number of temporary hit points equal to half your maximum hit points, and advantage on all saving throws and ability checks. For the duration, you are also immune to the following conditions: blinded, deafened, incapacitated, stunned, paralyzed, and poisoned.

You can't invoke this rune unless you are able to invoke all of your other runes. Once you invoke this rune you can't do so


again until you finish a long rest. You can't invoke any of your other runes until you finish a short or long rest.

Mortals were not meant to be such a conduit. When the effect of the invocation ends, you gain one level of exhaustion. You can remove this level of exhaustion at the end of a short rest only if you have one level. If you have two or more levels, you must a complete a long rest to remove this level of exhaustion.

Sword and Sorcery

Prerequisites: Eldritch Knight martial archetype


Your studies and diligent practice have proven fruitful. You gain the following benefits:

  • Any spell with the word "smite" or "strike" in its name is considered a wizard spell for you. You can learn these spells even if they are not from the abjuration or evocation school.
  • When you make a spell attack roll while wielding your Bonded Weapon, you can instead channel the spell through your bonded weapon. Instead of the spell's normal roll, the type of attack that you choose to make determines if the roll is a melee or ranged attack roll, and the weapon's range, rather than the spell's, determines the attack's range. You also replace your spell attack bonus with your bonded weapon's attack bonus. If the attack hits, you inflict the spell on the target, but you do not apply the weapon's effects. If the attack misses and the spell applies additional effects after a miss, those effects occur as normal.
  • When you use your Arcane Charge, you can instead cast steel wind strike without expending a spell slot.

Unbreakable Resolve

Prerequisites: Samurai martial archetype


To taste salt and blood upon your lips, to hear the crowds roar your name, to watch your rivals fall—these are your only earthly pleasures. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. When you make an ability check using this skill, your proficiency bonus is doubled.
  • When you miss with a weapon attack, you can use your reaction to add a bonus to the attack equal to your Charisma modifier. If your attack then hits, you deal additional damage equal to half your Charisma modifier (rounded up, with a minimum bonus of +1).

Warbringer

Prerequisites: Battle Master martial archetype


Like a blade against a whetstone, you've honed your tactics. You gain the following benefits.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You learn three additional Battle Master maneuvers of your choice.
  • You gain additional superiority dice equal to your half your proficiency bonus (rounded up).

PART 1 | FEATS

Monk

The following feats are available to characters at 4th monk level or higher. You must meet any prerequisite specified in a feat to take that feat.

Monk Feats
Monastic Tradition Feat
Astral Self Astral Connection
Drunken Master Way of the Wasted Monkey
Four Elements Elemental Mastery
Kensei Sword Saint
Long Death Mortal Coil
Mercy Art of the Jade Mist
Open Hand Crane Strikes True
Shadow Shadow on the Moon
Sun Soul Darkest Before the Dawn

Art of the Jade Mist

Prerequisites: Way of Mercy


Those that study the mists learn to harness its healing properties, for when the elements of air and water are wed together, life thrives with newfound vitality. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You learn the spare the dying cantrip. Wisdom is your spellcasting ability for this spell.
  • You can use your ki to replicate certain spells. As an action, you can expend 2 ki points to cast any of the following spells without providing material components: create or destroy water, healing word, fog cloud, or misty step.

Astral Connection

Prerequisites: Way of the Astral Self


Your connection to the astral plane has given you some protection against death. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You have advantage on death saving throws.
  • Whenever a creature within 60 feet that you can see reduces you to 0 hit points, you can expend your remaining ki points to be reduced to a number of hit points equal to the ki points expended. You must have at least 1 ki point. Once you use this feature, you cannot use it again until you finish a long rest.

Crane Strikes True

Prerequisites: Way of the Open Hand


You need no weapon other than your body. You gain the following benefits:

  • You gain a +1 bonus to the attack and damage rolls of your unarmed strikes.
  • When you are wielding no weapons and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack.

Darkest Before the Dawn

Prerequisites: Way of the Sun Soul


Your soul burns as bright as the sun itself and can inspire others even in the darkest of times. You gain the following benefits:

  • Increase your Charisma or Wisdom score by 1, to a maximum of 20.
  • You have advantage on saving throws against being frightened.
  • You can cast the heroism spell as an action by expending 1 ki point; by expending an additional ki point, you can target an additional creature, up to a total of 4 ki points spent. Starting at 11th level, you can also cast the beacon of hope spell by expending 5 ki points as an action.

Elemental Mastery

Prerequisites: Way of the Four Elements


You open yourself to the elements, letting the voice of the world echo from your throat. You gain the following benefits:

  • The ki cost to use your Elemental Disciplines is reduced by 1, down to a minimum of 1.
  • You learn three additional Elemental Disciplines of your choice.
  • During a short or long rest, you can attune to one of the four elements, imbuing your fists and feet with elemental energy. Choose between fire, cold, lightning, or thunder damage. Until you finish another short or long rest, your unarmed strikes deal damage equal to your chosen damage type instead of bludgeoning damage.

Mortal Coil

Prerequisites: Way of the Long Death


The secrets of Death are yours to study—and with them you can transcend the mortal coil. You gain the following benefits:

  • You gain resistance to necrotic damage.
  • Your hit point maximum increases by an amount equal to your monk level when you take this feat, and increases by an additional +1 whenever you gain a level in this class.
  • You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast blindness/deafness, detect evil and good, feign death, gentle repose, or speak with dead, without providing material components. Additionally, you learn either the spare the dying or chill touch cantrips (your choice).

Shadow on the Moon

Prerequisites: Way of Shadow


You are the terror in the night, the shadow on the moon. You gain the following benefits:

PART 1 | FEATS

  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
  • The shadow blade and expeditious retreat spells are added to the spells granted by your Shadow Arts feature. When you cast shadow blade in this way, the weapon it creates counts as a monk weapon for you.

Sword Saint

Prerequisites: Way of the Kensei


Your otherworldly grace and your mastery with a weapon are peerless, granting you the following benefits:

  • You gain a +1 bonus to the attack and damage rolls made with your kensei weapons. The maximum bonus granted to these weapons by your Sharpen the Blade feature increases to +4.
  • Your ki allows you to duplicate certain spells. As an action, you can expend 2 ki points to cast the blur spell or the mirror image spell.

Way of the Wasted Monkey

Prerequisites: Way of the Drunken Master


Yours is an art misunderstood by many. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • While you aren't wearing any armor or wielding a shield, you gain a +1 bonus to your AC.
  • While you have a mouthful of alcohol, you can use an action to expend 1 ki point to expel the alcohol and light it on fire. Creatures within a 15-foot cone must make a Dexterity saving throw against your Ki save DC. On a failure, a creature takes 3d6 fire damage, or half as much damage on a success. You can also expend additional ki points to increase this damage by 1d6 per ki point expended. The total damage cannot exceed 6d6.

PART 1 | FEATS

Paladin

The following feats are available to characters at 4th paladin level or higher. You must meet any prerequisite specified in a feat to take that feat.

Paladin Feats
Sacred Oath Feat
Ancients Vessel of the Fey
Conquest Lash of the Conqueror
Crown Stand As One
Devotion Honorable Path
Glory Holy Shield
Oathbreaker On a Pale Horse
Redemption Holy Touch
Vengeance Furious Retribution
Watchers Inquisition

Furious Redemption

Prerequisites: Oath of Vengeance


Evil always underestimates those that bleed under the banner of a good cause. You gain the following benefits:

  • Increase your Strength, Dexterity or Charisma score by 1, to a maximum of 20.
  • When an ally within 60 feet is hit with a critical hit or reduced to 0 hit points by a creature you can see, the next melee weapon attack you hit that creature with is a critical hit and deals additional radiant damage equal to your paladin level. You must hit with this attack before the end of your next turn, or this benefit is lost. Once you gain this benefit, you cannot again until you finish a long rest.

Holy Shield

Prerequisites: Oath of Glory


You have honed your body and trained yourself to deftly wield your shield as a weapon. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • When you take the Attack action, you can substitute an attack to hurl your shield at a target, making an attack roll. You are proficient in this attack roll, which has a range of 30 feet. On a hit, the target takes 1d4 bludgeoning damage and radiant damage equal to 2d4 + your Charisma modifier. The shield immediately magically soars back to your hand.
  • When a creature misses you with a melee attack, you can use your reaction to channel radiant energy through your shield, dealing radiant damage equal to your Charisma modifier to that target.

Holy Touch

Prerequisites: Oath of Redemption


Your soul is a wellspring of divine magic capable of nourishing others through a simple touch. You gain the following benefits:

  • You can use your Lay on Hands feature to restore hit points as a bonus action.
  • The total amount of hit points you can restore with your Lay on Hands feature increases by 5 times your Charisma modifier, to a maximum of 25.
  • You learn the spare the dying cantrip. Charisma is your spellcasting ability for this spell.

Honorable Path

Prerequisites: Oath of Devotion


The path of the righteous is a perilous one, festooned in distractions and traps to turn even the most devout to darkness. Without guidance, a paladin cannot hope to keep its Oath of Devotion. To better guide you, the spirits of past paladins watch over your journey.

As an action, using your Channel Divinity feature, you can summon a spirit to light your path. The spirit extends out from you, illuminating a 10-foot-wide, 30-foot-long line with bright light. When you use this feature, you can use either of the options below. After a number of turns equal to your Charisma modifier, the path fades away and its effects end.

Elation. Good-aligned creatures on the path gain +10 bonus to their movement speed and make their next saving throw with advantage if on the path.

Justice. Fiends and undead creatures that enter or start their turn on the path take 1d10 radiant damage. While on the path, they make saving throws with disadvantage.

Inquisition

Prerequisites: Oath of the Watchers


When you use your Divine Sense feature, you can target one creature within 30 feet you can see, subjecting it to a Charisma saving throw against your paladin spell save DC. Creatures that are immune to being charmed automatically succeed against you. On a failure, you learn the creature's alignment, as well as its current emotional state. Additionally, you learn one random secret or fact about the target, such as a bond, flaw, or ideal, as determined by the DM.

Whether the creature succeeds or fails, it is none the wiser that you've divinely peered into it. A target that succeeds on this saving throw is immune to this ability for 24 hours.

Lash of the Conqueror

Prerequisites: Oath of Conquest


The whip: the sovereign's hand, a weapon of terror, of discipline. Mastering this weapon and suffusing it with your will, you gain the following benefits:

  • You treat the whip as if it had the light property and you gain a +1 bonus to attack rolls made with it.

PART 1 | FEATS

  • Once per turn, when you hit a creature with a whip, you can deal additional psychic damage equal to your Charisma modifier.
  • When you hit a creature with a whip attack, you can use a bonus action to subject it to a Wisdom saving throw against your paladin spell save DC. On a failure, the creature is frightened of you until the end of its next turn. Once you use this ability, you cannot again until you finish a short or long rest.

On a Pale Horse

Prerequisites: Oathbreaker


Your empty heart roils with darkness, twisting your body and soul into a foul mockery of life itself. You gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • When you cast the find steed spell, your steed can take on the form of a warhorse skeleton. When you cast the find greater steed spell, your steed can take the form of a nightmare. You can add your proficiency bonus to the steed's AC.
  • You have advantage on saving throws to avoid the effects of exhaustion.
  • You no longer need to eat, drink, or sleep. To gain the benefits of a long rest, you can spend all eight hours doing a light activity.

Stand As One

Prerequisites: Oath of the Crown


When the drums thunder and the enemy takes to the field, it's you that others look to. As a champion of the crown, you gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • The number of hit points restored by your Turn the Tide feature increases to 1d10 and can affect creatures that can't hear you.
  • Aura of Allegiance. Starting at 7th level, up to four creatures of your choice within 10 feet of (excluding yourself) gain a +1 bonus to their AC while you are conscious. You suffer a penalty to your AC equal to the number of creatures affected by this ability. Starting at 18th level, the range of this aura increases to 30 feet.

Vessel of the Fey

Prerequisites: Oath of the Ancients


Your oath has given you deeper connections to the Feywild. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You can use your Channel Divinity feature twice per short rest, up from once.
  • You gain advantage on saving throws against being poisoned and resistance to poison damage.
  • Magic cannot put you to sleep.
  • You can speak, read, and write Sylvan.

PART 1 | FEATS

Ranger

The following feats are available to characters at 4th ranger level or higher. You must meet any prerequisite specified in a feat to take that feat.

Ranger Feats
Ranger Archetype Feat
Any archetype Favored Adversary
Any archetype The Land Provides
Beast Master Unleash the Beast
Fey Wanderer Otherworldly Magic
Gloom Stalker Waylay
Horizon Walker Planar Magic
Hunter The Studied Huntsman
Monster Slayer Predator and Prey
Swarmkeeper Nest Guardian

Favored Adversary

Prerequisites: Favored Enemy ranger class feature


Your skill at tracking and fighting your favored enemy has improved, and you have learned to emulate traits of your favored enemy. Choose one of the options below. The option you choose must match one of your favored enemy types.

Upon choosing an option, you learn additional spells when you reach certain ranger levels, as shown in the Favored Adversary table. These spells count as ranger spells for you, and they don't count against the number of ranger spells you know. Each option also offers additional benefits.

This feat can be taken more than once.

Aberrations

You gain resistance to psychic damage. Additionally, you automatically succeed on saving throws made against being frightened by aberrations.

Beasts

You gain proficiency with the Animal Handling skill. Your proficiency bonus is doubled when you make an ability check using this skill.

Celestials

You learn the spare the dying cantrip. Wisdom is your spellcasting ability for it. Whenever you make a death saving throw, a result of 19 or 20 counts as a critical success and you regain 2 additional hit points.

Constructs

You learn the mending cantrip. Your spellcasting ability for this cantrip is Wisdom. You also have advantage on ability checks to identify constructs; constructs with the False Appearance trait are not indistinguishable to you.

Dragons

You have advantage on saving throws to avoid the effects of a dragon's breath weapon, such as a red dragon's fire breath. Additionally, you and friendly creatures within 30 feet of you have advantage on saving throws made against being frightened by dragons. You must, however, be conscious for this benefit to apply.

Elementals

When you finish a long rest, you can choose to gain resistance in one of the following damage types: cold, fire, lightning, or thunder. You can change this damage type when you finish another long rest.

Fey

Whenever you make a saving throw against being charmed or frightened, or when you make an ability check to discern an illusion, you can treat a roll of 7 or below on a d20 as an 8. When a fey creature attempts to charm a friendly creature within 30 feet of you, they have advantage on the roll. You must, however, be conscious for this benefit to apply.

Fiends

You are permanently under the effects of a detect evil and good spell. You do not have to maintain concentration to gain this benefit.

Giants

You gain proficiency in your choice of the Athletics or Acrobatics skill. Whenever you make an ability check with that skill to escape a grapple or climb a creature of Large or larger, your proficiency bonus is doubled.

Humanoids

You gain proficiency in the Investigation skill and your proficiency bonus is doubled whenever you make an ability check with that skill.

Monstrosities

You have advantage on saving throws against being paralyzed, petrified, or stunned.

Oozes

You gain resistance to acid damage. You also have advantage on ability checks to identify oozes; oozes with the False Appearance trait are not indistinguishable to you.

Plants

You gain tremorsense out to a range of 20 feet. You can pinpoint the location of another creature within range if you and that creature are in contact with the same surface, such as earth or stone. Flying or incorporeal creatures cannot be detected in this manner.

Undead

You gain resistance to necrotic damage.

PART 1 | FEATS

Favored Adversary
Aberrations
Ranger Level Spell
3rd dissonant whisper
5th mind spike
9th hunger of Hadar
13th banishment
17th dream
Beasts
Ranger Level Spell
3rd find familiar
5th locate animals or plants
9th conjure animals
13th dominate beast
17th insect plague
Celestials
Ranger Level Spell
3rd healing word
5th spiritual weapon
9th nondetection
13th aura of purity
17th raise dead
Constructs
Ranger Level Spell
3rd shield
5th heat metal
9th slow
13th fabricate
17th animate objects
Dragons
Ranger Level Spell
3rd feather fall
5th dragon's breath
9th fly
13th locate creature
17th control winds
Elementals
Ranger Level Spell
3rd absorb elements
5th dragon's breath
9th elemental weapon
13th elemental bane
17th conjure elemental
Fey
Ranger Level Spell
3rd faerie fire
5th zone of truth
9th hypnotic pattern
13th phantasmal killer
17th geas
Fiends
Ranger Level Spell
3rd armor of Agathys
5th darkness
9th magic circle
13th summon greater demon
17th infernal calling
Giants
Ranger Level Spell
3rd catapult
5th enlarge/reduce
9th erupting earth
13th staggering smite
17th Bigby's hand
Humanoids
Ranger Level Spell
3rd disguise self
5th detect thoughts
9th clairvoyance
13th greater invisibility
17th scrying
Monstrosities
Ranger Level Spell
3rd detect poison and disease
5th mirror image
9th blink
13th charm monster
17th hold monster
Oozes
Ranger Level Spell
3rd grease
5th web
9th gaseous form
13th freedom of movement
17th cloudkill
Plants
Ranger Level Spell
3rd entangle
5th pretection from poison
9th speak with plants
13th blight
17th tree stride
Undead
Ranger Level Spell
3rd cause fear
5th gentle repose
9th animate dead
13th blight
17th negative energy floor

PART 1 | FEATS

The Land Provides

Prerequisites: Natural Explorer ranger class feature


Your heart is with the land, and your bond with it waxes. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You learn three cantrips of your choice from the druid spell list. Wisdom is your spellcasting ability for these cantrips.
  • Whenever you finish a long rest, you can choose a terrain from your favored terrains of your Natural Explorer feature, learning a number of spells associated with that terrain until you finish another long rest. You must be at or above the listed ranger level to learn the spell. These spells count as ranger spells for you, but not against the number of ranger spells you know. When you finish another long rest, you can change to another terrain among your other favored terrains.
The Land Provides
Arctic
Ranger Level Spell
3rd fog cloud, ice knife
5th hold person, spike growth
9th sleet storm, slow
13th ice storm, watery sphere
17th cone of cold, control winds
Coast
Ranger Level Spell
3rd create or destroy water, fog cloud
5th mirror image, misty step
9th tidal wave, water breathing
13th control water, watery sphere
17th conjure elemental, scrying
Desert
Ranger Level Spell
3rd burning hands, hellish rebuke
5th blur, mirror image
9th create food and water, wall of sand
13th blight, hallucinatory terrain
17th insect plague, wall of stone
Forest
Ranger Level Spell
3rd ensnaring strike, goodberry
5th barkskin, spider climb
9th plant growth, speak with plants
13th giant insect, grasping vine
17th commune with nature, tree stride
Grassland
Ranger Level Spell
3rd expeditious retreat, goodberry
5th invisibility, pass without trace
9th daylight, haste
13th divination, freedom of movement
17th dream, insect plague
Mountain
Ranger Level Spell
3rd earth tremor, feather fall
5th spider climb, spike growth
9th call lightning, meld into stone
13th stone shape, stoneskin
17th passwall, wall of stone
Swamp
Ranger Level Spell
3rd hail of thorns, purify food and drink
5th darkness, Melf's acid arrow
9th water walk, stinking cloud
13th freedom of movement, locate creature
17th cloudkill, insect plague
Underdark
Ranger Level Spell
3rd faerie fire, guiding bolt
5th spider climb, web
9th gaseous form, stinking cloud
13th greater invisibility, stone shape
17th cloudkill, insect plague

PART 1 | FEATS

Nest Guardian

Prerequisites: Swarmkeeper ranger archetype


Using a quarterstaff, lantern, or similar object, you can form a mobile den for a swarm of tiny beasts. Choose one of the options below, gaining the benefits listed for that option. You may change this option each time you complete a long rest. The number of uses indicates the number of times you may use that benefit before you must finish a long rest.

Rouse Swarm. As an action, you can rouse the indicated swarm type, which defends you. The swarm lasts for one hour or until it's reduced to 0 hit points. The swarm is friendly to you and your allies, acts on your initiative, and obeys your verbal commands.

You can use an action to see through the swarm's eyes and hear what it hears, gaining any of its special senses. The swarm must stay together in one space to act as your vessel.

Beehive

    Rouse Swarm (1 use). You rouse a swarm of bees (use the swarm of wasps statblock).

Honey Gatherer (3 uses). You can harvest one dose of ambrosial honey, which expires after 8 hours. A creature can use an action to eat the honey (or feed it to another creature) to restore 1d4 + 1 hit points. You can store this dose in a vial or similar container, otherwise a creature must be within 5 feet of the hive to gather and eat the honey.

Beetle Nest

    Rouse Swarm (2 uses). You rouse a swarm of beetles.

Absorb Nutrients (2 uses). As an action, you can touch the corpse of a Small or larger creature that has been dead no longer than 8 hours. You regain hit points equal to 1d6 + your Wisdom modifier if the creature is Small, and an additional 1d6 hit points for each size the creature is greater than Small (maximum of 4d6 additional healing for a Gargantuan corpse). The corpse then turns to soil or dust.

Rot Grub Nest

    Rouse Swarm (1 use). You rouse a swarm of rot grubs.

Corpse Burst (1 use). As an action, you mark a corpse within 30 feet that you can see. Gore, offal, and acid erupt from the corpse. Creatures within 10 feet of the corpse must make a Dexterity saving throw. On a failed save, a creature takes 2d8 acid damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't poisoned.

Innate Spellcasting (2 use). You can cast the infestation spell, without providing material components. Wisdom is your spellcasting ability for this spell.

Spider Nest

    Rouse Swarm (1 use). You rouse a swarm of spiders.

Innate Spellcasting (1 use). You can cast the web spell, without providing material components. Wisdom is your spellcasting ability for this spell.

Silk Gatherer (1 use). You can harvest three feet's length of raw spider silk, which is worth 1 gp. During a long rest, you can spend 1 hour to spin it into 3 feet's worth of silk rope, described in chapter 5 of the Player's Handbook.

Venom Gatherer (1 use). You can harvest spider venom to create one vial of basic poison, described in chapter 5 of the Player's Handbook. The venom and poison expire after 24 hours; a creature can ascertain this with a DC 10 Intelligence check using alchemist's supplies or the poisoner's kit. Given its short shelf-life, this poison is worth only 5 gp.

Otherworldly Magic

Prerequisites: Fey Wanderer ranger archetype


You have learned how to draw on your fey qualities to imbue your magic with additional effects. When you start to cast one of your Fey Wanderer Spells, you can choose to augment the effect. Once you augment the effect of a spell, you can't augment that spell again until you finish a long rest.

Charm Person. The target makes the Wisdom saving throw with disadvantage.

Misty Step. Immediately after you disappear, you turn invisible and leave a misty image of yourself in the space you left, which lasts until the start of your next turn. You are invisible only as long as your image exists.

As long as your image exists, when a creature attacks you, it must attack the image instead, unless the image is out of range of the creature, the creature can see you, or the creature can discern that your image is an illusion with a successful Wisdom (Perception) check against your hunter spell save DC. If a creature is forced to attack the image, the attack automatically hits, destroying the image in a puff of mist.

Dispel Magic. The first ability check you make as part of this spell has its DC reduced by 1.

Dimension Door. The casting time is one bonus action, instead of one action.

Mislead. For the duration, you can use your bonus action to turn your double invisible (if it is visible) or visible (if it is invisible).

Planar Magic

Prerequisites: Horizon Walker ranger archetype


You have learned how to draw on the energy of the multiverse to imbue your magic with additional effects. When you start to cast one of your Horizon Walker Spells, you can choose to augment the effect. Once you augment the effect of a spell, you can't augment that spell again until you finish a long rest.

Protection from Evil and Good. You cast the spell without material components. Additionally, up to two additional creatures of your choice within 5 feet of the target gain the effects of the spell.

Misty Step. The range increases to 60 feet.

Haste. Both you and the target gain the effect of the spell, but while you concentrate on the spell, you have disadvantage on any Constitution saving throw you make to maintain your concentration.

Banishment. The target makes its Charisma saving throw with disadvantage.

Teleportation Circle. For the next hour you can cast the spell again without expending a spell slot, but you return to the location of the first circle you drew. You can dismiss this augment at any time during this hour (no action required).

PART 1 | FEATS

Predator and Prey

Prerequisites: Monster Slayer ranger archetype


Yours is the thrill of the hunt, the chase of predator and prey, a chase as timeless as the dance between the sun and moon. You gain the following benefits:

  • You learn the hunter's mark spell if you didn't already know it; if you did, you can learn another ranger spell of your choice. It doesn't count against the number of ranger spells you know.
  • When you can see the target of your hunter's mark spell, you no longer need to concentrate on the spell; it ends immediately, however, if you fall unconscious. If you can no longer see the target, you must maintain concentration on the spell until you can see the target again; if you are already concentrating on a spell, you must choose between it and hunter's mark. You must also concentrate on hunter's mark if its duration exceeds one minute.
  • When you hit a creature under the effects of your hunter's mark spell and that creature belongs to your favored enemies, you deal an additional +1 damage.

The Studied Huntsman

Prerequisites: Hunter ranger archetype


By studying your foes, you excel in exploiting their weaknesses. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20.
  • When you score a critical hit against a creature that belongs to your list of favored enemies, you can deal additional damage equal to your Wisdom modifier.
  • You learn an additional spell when you reach certain levels in this class, as shown in the Studied Huntsman Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
The Studied Huntsman Spells
Ranger Level Spell
3rd ensnaring strike
5th enhance ability
9th haste
13th locate creature
17th swift quiver

Unleash the Beast

Prerequisites: Beast Master ranger archetype


The wild cannot be tamed, but the beasts that lurk in its shadows can. You’re capable of bonding with greater beasts, and gain the following benefits:

  • The maximum CR of your companion increases to CR 1/2 and can be a size of Large or smaller.
  • When reduced to 0 hit points, your beast makes death saving throws, adding your proficiency bonus to the roll.
  • You learn an additional spell when you reach certain levels in this class, as shown in the Unleash the Beast Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Unleash the Beast Spells
Ranger Level Spell
3rd beast bond
5th locate animals or plants
9th conjure animals
13th dominate beast
17th awaken

Waylay

Prerequisites: Gloom Stalker ranger archetype


Your ambushes are even deadlier. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Your Dread Ambusher feature gives you an increase of 20 feet, instead of 10 feet, to your walking speed. Additionally, the additional attack taken on the first turn of combat deals an extra 1d10 damage, instead of 1d8 damage.

PART 1 | FEATS

Rogue

The following feats are available to characters at 4th rogue level or higher. You must meet any prerequisite specified in a feat to take that feat.

Rogue Feats
Roguish Archetype Feat
Arcane Trickster Arcane Tomfoolery
Assassin All Men Must Die
Inquisitive True Detective
Mastermind Genius Unbound
Phantom Soul Conduit
Scout Outnumbered, Not Outmatched
Soulknife Psionic Surge
Swashbuckler Sea Legs
Thief Acrobat

Acrobat

Prerequisites: Thief roguish archetype


Harnessing extraordinary grace and precision, you can perform stunning acrobatics.

When you move, you can instead fly in two short bursts equal to half your movement speed. You must end each movement on a solid object or creature, otherwise you fall, and your movement speed becomes 0 for the remainder of your turn.

All Men Must Die

Prerequisites: Assassin roguish archetype


Kings and sorcerers alike fear a blade in the dark. You are that blade: the bane of men and kings. You gain the following benefits:

  • In your hands, a dagger is deadlier than the sharpest sword, than the longest spear. Once per turn, when you hit a creature with a dagger as part of a melee weapon attack, you can roll 2d4 for the damage roll instead of d4.
  • During the first round of combat, you can take a special turn at initiative count 15 + your Dexterity modifier, provided you aren't surprised. During this special turn, you can only take the Attack, Disengage, or Hide actions.

Arcane Tomfoolery

Prerequisites: Arcane Trickster roguish archetype


The world's a riot; you're just trying to get others in on the joke. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn additional wizard spells equal to 3 + your Intelligence modifier, gaining additional spells as that bonus increases. Up to three of these new spells can belong to any school of magic.
  • You learn one of the following spells: grease, illusory script, pyrotechnics, or skywrite. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest.

Genius Unbound

Prerequisites: Mastermind roguish archetype


Yours is an intellect with no rival, yet you search for one relentlessly, ever hungry to prove yourself superior. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can use your Intelligence modifier for attack and damage rolls made with a finesse or ranged weapon.
  • You gain a bonus to your initiative rolls equal to your Intelligence modifier (a minimum of +1).

Outnumbered, Not Outmatched

Prerequisites: Scout roguish archetype


Whenever you end your turn with no allies within 30 feet of you, you gain a bonus to your AC equal to the number of foes within 30 feet of you, up to your proficiency bonus. This bonus lasts until the start of your next turn. If an ally moves within 15 feet of you before the start of your next turn, you immediately lose this bonus.

Additionally, when you use your Skirmisher or Uncanny Dodge features, you can make a single opportunity attack against that target in that reaction. This attack cannot benefit from your Sneak Attack.

Psionic Surge

Prerequisites: Soulknife roguish archetype


You have learned to concentrate your psionic powers. Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.

Additionally, when you use certain Psionic Powers, you may enhance the effect (see the descriptions below). Once you enhance a Psionic Power you cannot do so again until you finish a short or long rest, unless you expend a Psionic Energy die to do so.

Psi-Bolstered Knack. You also gain a bonus of +3 to the ability check. You can use this feature even if you do not have proficiency with the skill or tool. As usual, you expend the Psionic Energy die only if the roll succeeds.

Psychic Whispers. You can choose up to two additional creatures to establish the telepathic communication with.

Sea Legs

Prerequisites: Swashbuckler roguish archetype


Hardy and as tempestuous as the sea, you gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You have advantage on saving throws and ability checks against being knocked prone.
  • You gain a climbing speed of 30 feet.

PART 1 | FEATS

  • While you aren't wearing heavy armor, you have a swimming speed equal to your movement speed.
  • You gain proficiency in medium armor. When you wear medium armor, the maximum bonus from your Dexterity modifier you can add to your AC is increased by 1.

Soul Conduit

Prerequisites: Phantom roguish archetype


You have enhanced your connection to departed souls, allowing improved use of your soul trinkets. You gain the following benefits:

  • If your rogue level is 8th or lower when you take this feat, you gain the Phantom roguish archetype feature Tokens of the Departed, but at reduced effect. You do not have advantage on death saving throws and Constitution saving throws if a soul trinket is on your person. You cannot destroy a soul trinket to ask the spirit associated with the trinket a question. Starting at 9th rogue level, you gain the full features of Tokens of the Departed.
  • Starting at 9th rogue level, as a bonus action, you can destroy one of your soul trinkets that's on your person to expend one of your rogue Hit Dice and regain 4 hit points.
  • Starting at 13th rogue level, an action, you can destroy two of your soul trinkets that are on your person to cast the mirror image or shadow blade spell. Constitution is your spellcasting ability for these spells.
  • Starting at 17th rogue level, as an action, you can destroy three of your soul trinkets that are on your person to cast the steel wind strike spell. Constitution is your spellcasting ability for this spell.

True Detective

Prerequisites: Inquisitive roguish archetype


Yours is a one-track mind consumed by obsession. You gain the following benefits:

  • Increase your Intelligence score or Wisdom score by 1, to a maximum of 20.
  • When you use your Insightful Fighting feature, you can instead make an Intelligence (Investigation) check, rather than a Wisdom (Insight) check.
  • While your Insightful Fighting applies to a creature, you deal bonus damage once per round when you hit it with a weapon attack. This bonus is equal to either your Intelligence or Wisdom modifier (your choice, and a minimum bonus of +1).

Scholar

The following feat is available to characters at 4th scholar level or higher.

Academic Superiority


Your industry, innovation, and intellect are unrivaled. Increase one ability score of your choice by 1, to a maximum of 20. You also gain one benefit according to your pursuit. This feat can be taken up to two times.

Explorer

You master one additional practicum for which you meet the requirements. Whenever you finish a short or long rest, you can replace this bonus practicum with another for which you meet the requirements.

Inventor

You can complete one additional invention using your Invention feature.

Philosopher

You gain proficiency in one skill and one tool of your choice. Your proficiency bonus is doubled for any ability check you make that uses that skill or tool.

Physician

Your maximum number of treatment points increases by 4.

Planar Sage

You learn the guidance cantrip, which does not count against the number of cantrips you know.

Choose one 1st-level spell and one 2nd-level spell from the Planar Sage's spell list. You always have these spells prepared. 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.

Tactician

You learn one additional Fighting Style according to the rules of the Tactician pursuit. You must choose a style different from any you already have. Whenever you reach a level that grants the Ability Score Improvement, you can replace this feat's fighting style with another one from the Tactician pursuit that you don't have.

PART 1 | FEATS

Sorcerer

The following feats are available to characters at 4th sorcerer level or higher. You must meet any prerequisite specified in a feat to take that feat.

Sorcerous Symphony

Prerequisites: any sorcerious origin except Wild Magic


You have grown particularly attuned to your sorcerous origins. You gain the following benefits.

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn a number of spells associated with your sorcerous origin as you gain levels in this class. These spells count as sorcerer spells for you, and they don't count against the number of spells you know. See the Sorcerous Symphony table.
  • You gain a benefit unique to your sorcerous origin, described below.

Aberrant Mind


The duration of your Telepathic Speech is now equal to a number of hours equal to your sorcerer level.

Clockwork Soul


You gain two additional uses of your Restore Balance feature.

Divine Soul


When you use your Favored by the Gods feature, you can roll 3d4 instead of 2d4. You can also roll one die at a time, instead of all three, adding it to your saving throw or attack roll. You regain all expended dice after finishing a short or long rest.

Draconic Bloodline


Your hit point maximum increases by an amount equal to your sorcerer level when you take this feat, and increases by an additional +1 whenever you gain a level in this class.

Shadow Magic


When you succeed on the saving throw imposed by your Strength of the Grave feature, you instead drop to a number of hit points equal to 1 + your Charisma modifier.

Storm Sorcery


The flying speed granted by your Tempestuous Magic feature increases to 30 feet.

Sorcerous Symphony
Aberrant Mind
Sorcerer Level Spell
1st dissonant whispers
3rd mind spike
5th mind flay
7th mind blast
9th synaptic static
Clockwork Soul
Sorcerer Level Spell
1st sanctuary
3rd enhance ability
5th slow
7th banishment
9th temporal shunt
Divine Soul
Sorcerer Level Spell
1st detect evil and good
3rd augury
5th aura of vitality
7th aura of purity
9th circle of power
Draconic Bloodline
Sorcerer Level Spell
1st command
3rd dragon's breath
5th wind wall
7th Mordenkainen's private sanctum
9th geas
Shadow Magic
Sorcerer Level Spell
1st false life
3rd pass without trace
5th animate dead
7th shadow of Moil
9th danse macabre
Storm Sorcery
Sorcerer Level Spell
1st thunderwave
3rd gust of wind
5th lightning bolt
7th control water
9th control winds

PART 1 | FEATS

Wild Magic Mastery

Prerequisites: Wild Magic sorcerous origin


You channel the chaos, gaining the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • Whenever you cause a Wild Magic Surge, you can use your reaction to contain the surge, then unleashing it on a subsequent turn of yours as a bonus action. You can only hold one Wild Magic Surge at a time. You must decide to contain a surge before rolling on the Wild Magic Surge table. After 1 minute, any Wild Magic Surge you are holding is unleashed.
  • When you take this feat, roll a d6 once on each of the Wild Magic Attunement tables. You learn the indicated spell, which counts as a sorcerer spell for you, and does not count against the number of spells you know. You must have spell slots for that spell's level to learn it. Whenever you finish a long rest, you roll a d6 on each table again and replace the previous spell you learned from that table with the new spell you just rolled.
Wild Magic Mastery: 1st-Level Spells
d6 Spell
1 entangle
2 grease
3 guiding bolt
4 Tenser's floating disk
5 faerie fire
6 dissonant whispers
Wild Magic Mastery: 2nd-Level Spells
d6 Spell
1 alter self
2 blur
3 enlarge/reduce
4 mirror image
5 web
6 magic mouth
Wild Magic Mastery: 3rd-Level Spells
d6 Spell
1 blink
2 daylight
3 speak with plants
4 vampiric touch
5 phantom steed
6 remove curse
Wild Magic Mastery: 4th-Level Spells
d6 Spell
1 giant insect
2 hallucinatory terrain
3 arcane eye
4 guardian of nature
5 stone of shape
6 compulsion
Wild Magic Mastery: 5th-Level Spells
d6 Spell
1 antilife shell
2 conjure volley
3 greater restoration
4 tree stride
5 Bigby's hand
6 passwall

Warlock

The following feats are available to characters at 4th warlock level or higher. You must meet any prerequisite specified in a feat to take that feat.

Warlock Feats
Otherworldly Patron Feat
Any patron Advanced Pact Magic
Any patron Enhanced Patronage

Advanced Pact Magic

Your patron has granted you additional power. You gain the benefit associated to your Pact Boon.

Pact of the Blade

Your patron expects great feats of strength from you in battle, red feats. You gain the following benefits:

  • Increase your Strength, Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with medium armor
  • You gain proficiency with shields.
  • When you make an attack with your pact weapon, you can use your Charisma modifier for both the attack roll and damage roll.

Pact of the Chain

Crack the whip and watch your familiar obey. Yours is a tyrannical will that that spirit cannot resist. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You add your proficiency bonus to your familiar's AC, damage rolls, and any saving throws.
  • While your familiar is within 60 feet of you, it makes death saving throws when it is reduced to 0 hit points.
  • The innate trait you choose for your familiar is improved: saving throws affected by magic resistance have a +2 bonus; your familiar gains 2 more uses of each spell available through its innate spellcasting; when your familiar uses its invisibility trait within 5 feet of you, you also become invisible until the start of your next turn or until you attack or cast a spell.

Pact of the Tome

Cursed with ravenous curiosity, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion. Whenever you make an ability check using this skill, your proficiency bonus is doubled.
  • You can add your Charisma modifier to the damage roll of any warlock cantrip you cast, unless you already do so via an Eldritch Invocation.
  • When you finish a long rest, you can change any of the three cantrips granted to you by your Book of Shadows with cantrips from any class's spell list.

PART 1 | FEATS

Patron Identity

The feat Enhanced Patronage presented here narrows down and fleshes out the identity of a warlock's patron. When you take this feat, you choose a particular patron identity.

If the patron identities provided do not match the one you have created for your character, discuss with the DM how to change the flavor of the feat to be more appropriate. However, you should not change the actual benefits provided by the feat.

Enhanced Patronage


Choose one of the identities below for your otherworldly patron, gaining all of the listed benefits.

Archfey Patronage

Summer Court

Your patron belongs to the Summer Court, that den of hedonism and unchecked decadence. Music, life, and light are celebrated by these fey publicly. Truly it's pride that drives these beings, who hide knives behind smiles and velvet promises. Warlocks are especially useful to a noble of the Summer Court; as one, you gain the following benefits:

  • You gain proficiency in one musical instrument of your choice.
  • You learn the entangle spell, which counts as a warlock spell for you but not against the number of spells you know.
  • As an action, you can invoke primal magic to speak with trees, as if by a speak with plants spell. You can ask one question, which must consist of 25 words or fewer. You can magically understand the trees' response, whose knowledge and awareness are often limited by immobility. Once you use this ability, you can't again until you finish a long rest.
Hag

Your foul bargain was struck not with the beautiful Seelie fey or the cruel Gloaming Court, but with a squabbling, scheming hag that calls the twilit forests and desolate crags of the Feywild her home. She has shared with you the secrets of coven magic.

During a long rest, you can engage in an hour-long ritual with two other spellcasters, forming a coven. A coven must consist of exactly three members. While all three members of the coven are within 30 feet of one another and conscious, each of its members' spell save DC increases by 1.

Additionally, when the ritual is completed, each coven member can select a spell they already know or have prepared, allowing the other two members to cast it as if it were a spell they knew or prepared, using their own spellcasting ability and spell slots. The spell counts as a spell of their class. A member cannot cast a spell at a higher level than it normally would. Once a member has cast a loaned spell, they cannot cast that spell using this feat again until the ritual is conducted again during another long rest.

Gloaming Court

Your pact derives from the Gloaming Court, that hive of cruel and wintry fey, whose ruthless schemes are vast and intricate. Deepening your connection to your patron, you gain the following benefits:

  • You gain darkvision out to 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • You learn the moonbeam spell, which counts as a warlock spell for you but not against the number of spells you know.
  • While you are in dim light or darkness, you can use a bonus action to gain advantage on the next spell or weapon attack roll you make before the end of your next turn. You can do this thrice, regaining expended uses after finishing a long rest.
Satyr

Your pact derives from a capricious and mirthful satyr. Fey dine on a different sort of morsel than mortals: emotion. Raw emotion is power and you can twist that emotion to inflict agony on others. You gain the following benefits:

  • Whenever you frighten or charm a creature with a warlock spell or feature, you can inflict psychic damage equal to your Charisma modifier as part of that action, affecting a total number of creatures equal to your Charisma modifier.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
  • You learn to read, write, and speak Sylvan.

Celestial Patronage

Empyrean

Yours is a pact bound to an empyrean, a child of the gods themselves, whose intentions tend to be more entwined in mortal affairs. The empyrean commands and expects both courage and fortitude in all its servants, soldiers, and even warlocks. You gain the following benefits:

  • You gain proficiency with medium armor.
  • Your hit point maximum increases by an amount equal to your warlock level when you take this feat and increases by an additional +1 whenever you gain a level in this class.
  • You learn the heroism spell; it counts as a warlock spell for you but not against the number of warlock spells you know.
Ki-rin

Your patron is a ki-rin, a noble, benevolent creature in service to the deities. Even flawed vessels such as yourself can work to evoke miracles and fulfill the agenda of the Divines. You gain the following benefits:

  • The dice of your Healing Light feature become d8s.
  • At your discretion, you can use your Healing Light feature as an action, rather than a bonus action. When you do so, you can add your Charisma modifier to the total amount of hit points restored to a target.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.

PART 1 | FEATS

Solar

A solar guides you on your path to redemption, using you as a torch to light the darkness. Its light, whether you welcome it or not, shines now in your very soul. You gain the following benefits:

  • You learn the word of radiance cantrip; it counts as a warlock spell for you but not against your number of cantrips known.
  • You can cast the shield of faith spell once per long rest without expending a warlock spell slot.
  • Immediately before or after you use your Healing Light feature, you can manifest a pair of angelic wings, which last until the end of your turn. When you manifest these wings, you can fly up to 10 feet without provoking opportunity attacks.
Sphinx

Your patron is a humble guardian of the gods' most sacred secrets and treasures: a sphinx whose eternal vigil has necessitated the use of mortals.

The sphinx has gifted you with its thunderous roar. As an action, you can roar; until you finish a long rest, subsequent roars grow louder and its effects direr, as detailed below. When you roar, you choose up to three creatures within 30 feet of you that can hear you, subjecting each to an effect below.

First Roar. Each creature that fails a Wisdom saving throw is frightened of you until the start of your next turn.

Second Roar. Each creature that fails a Wisdom saving throw is frightened and deafened by you until the start of your next turn. One target of your choice that failed its saving throw is also paralyzed until the end of its next turn.

Third Roar. Each creature must make a Constitution saving throw or take 2d10 thunder damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Once you roar a third time, you cannot roar again until you finish a long rest.

Fathomless Patronage

Aboleth

Your pact hails from the dark and distant heritage of primordial seas, and was struck with a thing that slithered long ago, far from the touch of the sun and the view of men: the aboleth. This deathless creature hungers to collect all living things into its harem and resurrect the empire of ancient days. You gain the following benefits:

  • You gain darkvision out to 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • You gain a swimming speed equal of 30 feet and you can breathe both air and water.
  • As an action, you can polymorph yourself into an undersea horror or back into your true form. Your statistics remain the same in this form, except for your AC, which is 13 + your Dexterity modifier. You can wield a shield and maintain this benefit. Also, while you're in this form, you are immune to any detriments of swimming at depths greater than 100 feet.
  • You learn a number of spells as you gain levels in this class. The spells count as warlock spells for you, but not against the number of warlock spells you know. See the table below.
Warlock Level Spell
1st charm person
3rd misty step
5th tidal wave
7th control water
9th maelstrom

Fiend Patronage

Demon

The Abyss has left its corruption upon your body and soul, allowing you to blend the borders between man and fiend. As an action, you can twist your earthly form to undergo a demonic metamorphosis, which lasts up to 1 minute or until you die. You can revert to your true form as a bonus action. While in this form, you gain the following benefits:

  • You immediately gain temporary hit points equal to your warlock level, which last until depleted or until you finish a short or long rest.
  • Instead of your Strength modifier, you can use your Charisma modifier for the attack and damage rolls of your unarmed strikes, which deal 1d10 magical slashing or piercing damage (your choice, on a hit) instead of normal bludgeoning damage. If you have the Pact of the Blade feature, these attacks count as attacks made with your pact weapon.
  • When you make a Charisma (Intimidation) check and roll an 8 or below, you can treat the result as if it had been a 9.

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

Devil

The Nine Hells teem with devils, all eager to advance themselves in that infernal hierarchy. Souls are their currency and their medals—and if a mortal is duped or persuaded into spreading a devil's influence across the multiverse, all the better. Mirroring your patron's penchant for dark, draconian bargains, you too can offer deals sealed with eldritch magic.

Over the course of ten minutes, you can write out and enchant a contract, specifying up to two clauses, each of which must consist of 25 words or less, such as "frame the rogue" and "recuse yourself from the investigation."

A willing creature, hereafter known as a party, can sign the contract, binding itself to it. You, the other party, are likewise bound to the contract. Creatures compelled by magic cannot be bound to the contract, though deceived parties are eligible. The duration of the contract can be no more than 10 days + your warlock level, after which all parties are released from the contract's terms. While a party is obeying the contract, their hit point maximum increases by an amount equal to your Charisma modifier + your proficiency bonus.

PART 1 | FEATS

Whenever a party violates a clause of the contract, both parties are made aware of it and the violating party takes necrotic damage equal to your warlock level if you're both on the same plane of existence. Their hit point maximum is reduced by an equal amount to the necrotic damage taken until they are targeted with a greater restoration spell or the like.

A party cannot receive this damage more than once every 24 hours. Likewise, a party that is compelled by magic to violate the contract does not suffer this necrotic damage. You can only maintain one contract at a time. You cannot create a new contract while a previous one is active unless all parties willingly agree to nullify its terms early.

Incubus/Succubus

Sadism is the flavor of all fiends, for there is power in suffering, a power you too can harvest. You gain the following benefits:

  • Once per turn when you gain temporary hit points from your Dark One's Blessing feature by reducing a creature to 0 hit points through a warlock spell, you can also regain hit points equal to 1 + the slot's level. If you slew the target with a warlock cantrip or weapon attack, you regain only 1 hit point.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
  • You learn to read, write, and speak your choice of either Infernal or Abyssal.

Yugoloth

A yugoloth knows no shame when it comes to their own self-preservation. Such is your patron's first gift and lesson to you: you can't get paid if you're dead.

When a creature you can see targets you with an attack, you can use your reaction to magically teleport away and place another creature in harm's way. Choose a creature within 15 feet of you; an unwilling target must make a Charisma saving throw against your warlock spell save DC. On a failure, the creature is teleported to your space and you to its. The attacking creature must target this new creature instead of you.

You can choose to use this feature after the attacker rolls to hit you, but before the DM announces any damage incurred from the attack. Once you use this feature, you can't again until you finish a or long rest.

Genie Patronage

Dao

Imbued with the power of earth, you gain the following benefits:

  • You learn the mold earth cantrip, which counts as a warlock spell for you, but not against the number of cantrips you know.
  • You can cast the earth tremor spell as a warlock spell without expending a spell slot. Once you cast this spell in this way, you can't it in this way again until you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level.

PART 1 | FEATS

  • When you cast the sanctuary spell, both you and the target gain the spell effect. Once you improve sanctuary in this way, you can't again until you finish a short or long rest.
Djinni

Imbued with the power of air, you gain the following benefits:

  • You learn the gust cantrip, which counts as a warlock spell for you, but not against the number of cantrips you know.
  • You can cast each of the chromatic orb (thunder only) spell as a warlock spell without expending a spell slot. Once you cast this spell in this way, you can't it in this way again until you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level.
  • When you cast the thunderwave spell, you can push targets that fail the saving throw an additional 5 feet. Once you improve thunderwave in this way, you can't again until you finish a short or long rest.
Efreeti

Imbued with the power of fire, you gain the following benefits:

  • You learn the control flames cantrip, which counts as a warlock spell for you, but not against the number of cantrips you know.
  • You can cast each of the chromatic orb (fire only) spell as a warlock spell without expending a spell slot. Once you cast this spell in this way, you can't it in this way again until you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level.
  • When you cast the burning hands spell, you can increase the range to a 25-foot cone. Once you improve burning hands in this way, you can't again until you finish a short or long rest.
Marid

Imbued with the power of water, you gain the following benefits:

  • You learn the shape water cantrip, which counts as a warlock spell for you, but not against the number of cantrips you know.
  • You can cast each of the chromatic orb (cold only) spell as a warlock spell without expending a spell slot. Once you cast this spell in this way, you can't it in this way again until you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level.
  • When you cast the fog cloud spell, you can designate up to three creatures of your choice that can see through the fog, as if it were not heavily obscuring the area. Once you improve fog cloud in this way, you can't again until you finish a short or long rest.

Great Old One Patronage

Beholder

Yours is a pact forged with the beholder, a many-eyed, alien horror. Although a beholder is always in the need of minions to lord over, rarely does it share its power with a mortal.

On your turn, you can sprout an eyestalk and loose a beam of energy as an action, making a ranged spell attack. On a hit, the target takes force damage equal to your Charisma modifier and suffers an additional effect, which you decide


whenever you finish a long rest, choosing from the options below:

  • The target must make a Wisdom saving throw or be charmed by you for the next minute or until you harm the creature again.
  • The target must make a Constitution saving throw or be paralyzed until the end of its next turn.
  • The target must make a Wisdom saving throw or be frightened of you for the next minute. It can repeat the saving throw at the end of its turns, ending this effect on a success.
  • The target must make a Constitution saving throw or take 2d6 necrotic damage or half as much on a success. If this damage reduces it to 0 hit points, it is petrified until targeted by a greater restoration spell or similar magic.
  • The target must make a Strength saving throw. On a failure, you can telekinetically move it up to 30 feet in any direction. An object targeted with this effect fails. You can use this effect to exert fine control on an object, such as manipulating a simple tool or opening a door or container.
  • The target must make a Dexterity saving throw or take an additional 2d6 force damage. If this damage reduces it to 0 hit points, it is disintegrated.

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

Mind Flayer

There is freedom in madness, and you're compelled to share that freedom with the world. You gain the following benefits:

  • When you contact a creature with your Awakened Mind feature, you can expose them to the madness of the Great Old One as an action. Choose a single target, subjecting it to an Intelligence saving throw against your warlock spell save DC. On a failure, the target is stunned until the start of their next turn. Once you use this ability, you cannot again until you finish a long rest.
  • You act as a telepathic hub, allowing up to ten creatures to participate in a telepathic conversation. You can decide which creatures can hear or speak to which other participants in the conversation. All participants must be within 30 feet of you and eligible for your Awakened Mind feature.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
  • You learn to read, write, and speak Deep Speech.
Infested Star

The cosmos teem with life and wonder, and so too with stars and moons infested by entities from the Far Realms. It is one of these hungering stars your pact derives, allowing you to share visions of its madness.

Drawing upon that distant, malignant light, you learn the moonbeam spell. It counts as a warlock spell for you, but not against the number of spells you know. Whenever you cast the moonbeam spell with a warlock spell slot, it's with the following changes:

  • Instead of a Wisdom saving throw, creatures that are affected by the spell must make an Intelligence saving throw.

PART 1 | FEATS

  • When you cast the spell, you can choose if the spell deals psychic or radiant damage against a creature subjected to the spell.
  • You are unaffected by the spell's effects and can move freely through its area without suffering any ill effects of the spell.

Hexblade Patronage

Living Weapon

Your patron is a sentient weapon forged from deep within the Shadowfell. Whenever you use your Hex Warrior feature on a weapon, you can render it into a sentient weapon, a vessel for your patron's tenebrous voice. The weapon you affect in this manner gains the following weapons:

  • You can use the weapon as an arcane focus.
  • The weapon gains darkvision and telepathy out to a range of 30 feet; it can only communicate with you.
  • The weapon gains an Intelligence, Wisdom, and Charisma score of 18, 16, and 14. You can assign these numbers to the ability score of your choice when you gain this feat.
  • The weapon has proficiency in a skill of your choice from Arcana, History, Nature, or Religion.
Raven Queen

It is the Raven Queen from which your pact derives, a mysterious entity that failed in her pursuit of god-hood and now embodies the Shadowfell's misery. Hungering for secrets, the Raven Queen pits her warlocks into the roles of spies and messengers.

The Raven Queen bestows upon you a spectral raven. It obeys your commands, which you can issue telepathically while it's within 120 feet of you.

    While the raven is perched upon your shoulder, you gain darkvision out to a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.

In combat, you roll initiative for the raven and you control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against that creature for the next minute. The raven doesn't require sleep. While it is within 120 feet of you, it can awaken you as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 1 mile. At the end of a long rest, you can summon the raven back to within 5 feet of you, regardless if it died.

Shadow Drake

Once opulent and magnificent, the dragon with which you forged your pact has long-since been lost to the pervasive despair of the Shadowfell. Now it hopes only to bring others into that fell domain so that they too may share in its misery.

As a bonus action, you may infect others with your patron's woe. Creatures within a 30-foot-cone in front of you must make a Dexterity saving throw or take 3d6 necrotic damage. On a success, a creature takes half damage. On a failure, a creature is also frightened of you for up to 1 minute. At the end of each of its turns, it can make a Wisdom saving throw to end this effect. If it fails, it takes psychic damage equal to your Charisma modifier.

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

PART 1 | FEATS

Undead Patronage

Shadow

The Shadowfell hides behind every corner, ravenous to spread its influence in the Material Plane. That power is yours to swallow. You gain the following benefits:

  • You gain proficiency with heavy armor.
  • While you're in dim light or darkness, you can take the Hide action as a bonus action.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
Vampire Lord

The Undying One is none other than a vampire lord. Yours is a pact of convenience, for you can go where it cannot: dwellings, hallowed ground, and even out in broad daylight. The vampire lord has shared with you droplets of its blood to mix into your own, granting you a sliver of its power—and thirst. You gain the following benefits:

  • You gain darkvision out to 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • You learn the primal savagery cantrip; it counts as a warlock cantrip for you but not against the number of cantrips you know. When you cast it, you can deal necrotic damage instead of acid damage. When you hit a blooded creature with the spell, such as a humanoid but not a construct, you can use a bonus action to roll a hit die, consuming it. You add your Charisma modifier to the total amount of hit points restored.
  • You can cast the spider climb spell once per long rest without expending a warlock spell slot.

Undying Patronage

Death Knight

The secrets of mortality are yours to scrutinize, cast away, and surpass. You gain the following benefits:

  • Starting at 5th level, you can cast the animate dead spell with a warlock spell slot once per long rest.
  • Starting at 6th level, you can use your Defy Death feature once per short rest, rather than a long rest.
  • You gain resistance to necrotic damage.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
Lich

Yours is a pact of tenebrous necromancy, forged with a lich that has achieved such mastery over both death and magic that it can patronize mortals.

Your patron teaches you how to craft a horcrux, an imperfect phylactery with which you can cheat death. Your horcrux must be a Tiny object, which you choose at the culmination of an hour-long ritual. Its AC equals 10 + your Charisma modifier and it has a number of hit points equal to your warlock level. It is also immune to psychic and poison damage and it regains any lost hit points whenever you finish a long rest. You can only have one horcrux at a time; if you imbue another object with this power, the previous one ceases to be magical.

Whenever you're reduced to 0 hit points and your horcrux is within 60 feet of you, your soul flees from your body to that vessel. When this occurs, creatures of your choice within 5 feet of your body receive necrotic damage equal to your Charisma modifier.

If your body takes damage while your soul is inside the horcrux, you do not suffer a death saving throw failure. However, you do suffer a Death saving throw failure if the horcrux takes damage while your soul is occupying it. Whenever you make Death saving throws while inside your horcrux, you add your proficiency bonus to the roll. Once you regain hit points, your soul immediately returns to your body.

Additionally, while your soul is in your horcrux, you're under the effects of a gentle repose spell.

PART 1 | FEATS

Wizard

The following feat is available to characters at 4th wizard level or higher.

Spellcasting Savant

You have become a master of spellcasting through careful study. You gain the following benefits.

  • The gold and time you must spend to copy a spell into your spellbook is halved, not to be reduced below 1 minute per spell level.
  • You learn the Trademark Spells and Hallmark Spell for your Arcane Tradition, which count as wizard spells for you. You always have your Hallmark Spell prepared and it does not count against the number of spells you can have prepared. (If any of these spells is of a level for which you do not have spell slots, you learn the spell when you gain such a spell slot instead of learning it upon taking this feat.)
  • When you cast your Hallmark Spell, you can grant it its Hallmark Effect. Once you use the Hallmark Effect, you cannot do so again until you finish a long rest.

Bladesinging

    Trademark Spells. shield, thunderous smite

Hallmark Spell. elemental weapon

Hallmark Effect. The extra damage increases by 1d4.

Chronurgy Magic

    Trademark Spells. fortune's favor, pulse wave

Hallmark Spell. gift of alacrity

Hallmark Effect. You also gain the effect of the spell.

Graviturgy Magic

    Trademark Spells. magnify gravity, pulse wave

Hallmark Spell. immovable object

Hallmark Effect. The spell counts as one level higher than the spell slot level you expend to cast the spell.

Order of Scribes

    Trademark Spells. illusory script, magic mouth

Hallmark Spell. counterspell

Hallmark Effect. If the targeted spell is a wizard spell, you make an Intelligence (Arcana) check if you successfully interrupt it. The DC equals 6 + your proficiency bonus + your Intelligence modifier + the spell's level. On a success, for the next 10 minutes you know the spell and may cast it as if it were in your spellbook and you had it prepared. At the end of these 10 minutes, you forget the spell.

You can also write the spell into your spellbook as if you were copying it from another spellbook. You must finish writing the spell before you forget it.

School of Abjuration

    Trademark Spells. arcane lock, remove curse

Hallmark Spell. mage armor

Hallmark Effect. The target's base AC becomes 13 + your Intelligence modifier.

School of Conjuration

    Trademark Spells. Tenser's floating disk, web

Hallmark Spell. sleet storm

Hallmark Effect. For you, the area of effect is not heavily obscured or difficult terrain. You also automatically succeed on any saving throw you must make as a result of being in the area of effect.

School of Divination

    Trademark Spells. detect magic, tongues

Hallmark Spell. see invisibility

Hallmark Effect. You and up to five additional creatures of your choice you can see within 30 feet of you gain the effect of the spell.

School of Enchantment

    Trademark Spells. enthrall, hold person

Hallmark Spell. Tasha's hideous laughter

Enhanced Effect. The spell affects a second creature. If you also use your Split Enchantment feature, the spell affects four creatures in total.

School of Evocation

    Trademark Spells. darkness, lightning bolt

Hallmark Spell. chromatic orb

Hallmark Effect. The orb explodes on the target, whether the attack hits or misses. All creatures within 5 feet of the explosion must make a Dexterity saving throw. A target takes 2d6 damage on a failed save, or half as much damage on a successful one. The type of damage is the same as that of the initial orb.

School of Illusion

    Trademark Spells. disguise self, phantom steed

Hallmark Spell. mirror image

Hallmark Effect. You create a fourth duplicate. If you have a fourth duplicate, you must roll a 5 or higher on the d20 to change the attack's target to a duplicate.

School of Necromancy

    Trademark Spells. false life, ray of enfeeblement

Hallmark Spell. animate dead

Hallmark Effect. If, as a result of casting this spell, you have control over three or more creatures created by you using the animate dead spell, you create an abomination by reshaping three of these creatures into one. If at least two of the creatures you reshape are skeletons, the abomination has the statistics of a minotaur skeleton. Otherwise, the abomination has the statistics of an ogre zombie.

When you cast animate dead to reassert control over an abomination, it counts as three creatures.

School of Transmutation

    Trademark Spells. feather fall, spider climb

Hallmark Spell. fly

Hallmark Effect. You do not have to concentrate on the spell, but its duration is reduced to 1 minute.

War Magic

    Trademark Spells. absorb elements, dispel magic

Hallmark Spell. invisibility

Hallmark Effect. You also gain the effect of the spell, and the duration is increased to 8 hours.

PART 1 | FEATS

Racial Feats

This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race, as summarized in the Racial Feats table. A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.

The cause of particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story.

Racial Feats
Race Feat
Aarakocra Aerial Combatant
Aasimar Heavenly Guidance
Aasimar (Fallen) Corrupted Sanctitude
Aasimar (Protector) Divine Healing
Aasimar (Scourge) Hallowed Radiance
Bugbear Brute Force
Centaur Trampler
Changeling Unsettling Visage
Derro
Dhampir Vampiric Charm
Dragonborn Draconic Flight
Elf (Eladrin) Fey Kin
Elf (Sea) Blessing of the Sea
Elf (Shadar-Kai) Spectral Jaunt
Firbolg Sylvan Camaraderie
Genasi (Air) Light As Air
Genasi (Earth) Stone Skinned
Genasi (Fire) Blazing Soul
Genasi (Water) One With the Seas
Gith Psi Disciple
Gith (Githyanki) Kin of Gith and Dragon
Gith (Githzerai) Monastic Training
Goblin Malicious Tactics
Goliath Battle Pride
Grung Grung Poison
Hexblood Hag Origins
Hobgoblin Militaristic Prowess
Kalashtar Psychic Link
Race Feat
Kenku Imitation Expert
Kobold Draconic Flight
Kuo-Toa
Leonin Nine Lives
Leonin Pride Examplar
Lizardfolk Undaunted
Locathah Sea Adept
Loxodon Loxodon Tusks
Minotar Warcaller
Myconid Natural Defenses
Orc Brute Accuracy
Reborn Visions of Rebirth
Satyr Faunic Charm
Shifter Lycanthropic Heritage
Simic Hybrid Simic Mutation
Tabaxi Feline Agility
Tabaxi Nine Lives
Tortle Burnished Shell
Triton Blessing of the Seas
Vedalken Rigorous Precision
Verdan Entropic Blood
Warforged Skirmishing Augmentations
Yuan-Ti Pureblood Serpentine Exemplar

Aerial Combatant

Prerequisites: Aarakocra


You’ve learned more about the avian warfare of Aarakocra. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the damage.

Additionally, your talons’ damage dice increase to 1d6, and you can use Dexterity, instead of Strength, for the attack and damage rolls.

Battle Pride

Prerequisites: Goliath


Your greatest competitor is yourself, constantly looking to grow. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to amaximum of 20.
  • You gain an additional use of your Stone's Endurance feature.
  • Whenever you make an attack roll, you can expend a use of your Stone's Endurance feature to roll a d12 and add the result to the attack or damage roll.

PART 1 | FEATS

Blazing Soul

Prerequisites: Genasi (Fire)


Growing a greater connection to the element of fire, you gain the following benefits:

  • Your Constitution or Intelligence score increases by 1, to a maximum of 20.
  • Whenever you deal fire damage, you can choose to expend a Hit Die and add it to the roll.
  • You learn the control flames cantrip. Constitution is yourspellcasting ability for this spell.

Blessing of the Sea

Prerequisites: Elf (Sea) or Triton


Gaining the blessing of some powerful entity of the waters, be it Thassa of Theros or Deep Sashelas of Faerûn, you gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to amaximum of 20.
  • You learn the shape water cantrip and can cast the create or destroy water spell once with this trait, and you regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for these spells.

Brute Accuracy

Prerequisites: Orc


Whether you've been blessed with the martial prowess of Gruumsh, or are a chosen warrior of the Ghaash'kala of Eberron, your weapon attacks have increased in precision. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to amaximum of 20.
  • Whenever you make a melee attack roll and miss, you can instead turn that roll into a hit. Once you use this feature, you cannot do so again until you finish a short or long rest.

Brute Force

Prerequisites: Bugbear


Yearning to prove your prowess on the battlefield, you gain the following benefits:

  • Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20.
  • Whenever you deal damage with a melee weapon, you can choose to deal one additional damage die and add it to the total. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses whenever you finish a long rest.

Burnished Shell

Prerequisites: Tortle


Your shell has hardened over your time adventuring. You gain the following benefits:

  • Your Natural Armour is now calculated as 15 + your proficiency bonus. Slashing damage you’d take from non-magical weapons is reduced by 3.

Corrupted Sanctitude

Prerequisites: Aasimar (Fallen)


Tainted further by darker powers, you’ve fallen even further from grace. Whenever you deal damage with an attack roll, you can choose to expend a Hit Die to add it to your damage roll. The extra damage dealt is necrotic, and you also gain a number of temporary Hit Points equal to the Hit Die’s roll + your Constitution modifier.

Divine Healing

Prerequisites: Aasimar (Protector)


The touch of the Upper Planes has stretched to your influence. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Your Healing Hands feature now has a range of 30 feet, and now heals a number of Hit Points equal to twice your level. Additionally, you now regain use of this feature whenever you finish a short or long rest.

Draconic Flight

Prerequisites: 8th level, Dragonborn or Kobold


You sprout draconic wings. With your wings, you have a flying speed of 30 feet as long as you aren't over encumbered. You cannot use this speed if your armor isn’t designed to compensate for the wings.

Entropic Blood

Prerequisites: Verdan


You have grown a greater connection with That-Which-Endures, and your black blood now has strengthened. You gain the following benefits:

  • Increase your Constitution or Charisma by 1, to amaximum of 20.
  • You have advantage on saving throws against spells and other magical effects.

Faunic Charm

Prerequisites: Satyr


Always having time to celebrate, you gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • If you already have Bardic Inspiration dice, you gain 1 more; otherwise, you gain two Bardic Inspiration dice, which are d6's. These dice can be given to others as a bonus action, (per the bard feature, Bardic Inspiration). You regain all uses of your Bardic Inspiration whenever you finish a long rest.

PART 1 | FEATS

  • Whenever you make a Charisma (Performance) or Charisma (Persuasion) check, you can expend one of your Bardic Inspiration dice and add the result to your die roll. You can use this feature after you roll, but before the DM tells you if you succeeded or not.

Feline Agility

Prerequisites: Tabaxi


Becoming more agile, you gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your base long jump is up to 25 feet and your base high jump is up to 15 feet, with or without a running start.
  • If you would take damage from falling, treat the damage as if you fell 20 feet less.

Fey Kin

Prerequisites: Elf (Eladrin)


Growing a stronger connection to the courts of the Feywild, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by1, to a maximum of 20.
  • You gain an additional use of your Fey Step feature. You can change the season you embody during a short rest.

Grung Poison

Prerequisites: Grung


Your toxic poison has increased potency, gaining additional effects. A creature poisoned by you suffers an additional effect that varies depending on your skin color. This effect lasts until the creature is no longer poisoned by you.

Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.

Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.

Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.

Red. The poisoned creature must use its action to eat if food is within reach.

Orange. The poisoned creature is frightened of its allies.

Gold. The poisoned creature is charmed by you and can speak Grung.

Hag Origins

Prerequisites: Hexblood


The hag who created you has left a permanent imprint, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can cast additional spells using your Hex Magic feature, based on the type of hag that created you.
Hag Origins
Hag Type Spells
Annis false life, inflict wounds
Bheur entangle, frost fingers
Dusk silent image, sleep
Fetid Gaze charm person, witch bolt
Green identify, ray of sickness
Night detect magic, magic missile
Sea create or destroy water, fog cloud

Hallowed Radiance

Prerequisites: Aasimar (Scourge)


Volatile holy light burns within you. Whenever you use your Radiant Consumption feature, the radius for it increases by 5 feet. Additionally, the damage dealt by this feature is doubled.

Heavenly Guidance

Prerequisites: Aasimar


The gods and Celestials of the Upper Planes are watching over you. Whenever you make a saving throw, you can choose to reroll that saving throw and add your proficiency bonus to the new roll, potentially changing the outcome. You can use this feature after the initial roll, but before the DM tells you if you succeeded or not. Once you use this feature, you cannot do so again until you finish a long rest.

Imitation Expert

Prerequisites: Kenku


A master of mimicry, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) checks when using your Mimicry trait.
  • Whenever you see a creature make an ability check using a skill or tool with which they're proficient, you can choose to gain proficiency with the same skill or tool until you finish a long rest. Once you use this feature, you cannot do so again until you finish a long rest.

Kin of Gith and Dragon

Prerequisites: Gith (Githyanki)


Infused with the blood of red dragons at birth, you’ve become a duthka'gith, gaining the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You gain resistance to fire damage.
  • You grow red dragon scales on your body. When not wearing armor, your AC is calculated as 13 + your Dexterity modifier.
  • You gain darkvision to a range of 60 feet.
  • You can speak, read, and write Draconic.

PART 1 | FEATS

Light As Air

Prerequisites: Genasi (Air)


Growing a greater connection with the element of air, you gain the following benefits:

  • Your Constitution or Dexterity score increases by 1, to a maximum of 20.
  • You gain a flying speed of 20 feet. To use this speed, you can't' be wearing medium or heavy armor and can't be over encumbered.
  • You learn the gust cantrip. Constitution is your spellcasting ability for this spell.

Loxodon Tusks

Prerequisites: Loxodon


You've learned to use your tusks as a dangerous weapon, gaining the following benefits:

  • Your tusks become natural weapons, with which you can make unarmed attacks. When you attack with your tusks, you deal bludgeoning or piercing damage equal to 1d6 + your Strength modifier, rather than the regular damage for an unarmed strike.
  • Your Natural Armor is now calculated as your proficiency bonus + your Constitution modifier.

Lycanthropic Heritage

Prerequisites: Shifter


The blood of your lycanthropic heritage strengthens. You gain the following benefits:

  • Choose one of the ability scores affected by your subrace’s Ability Score Increase. Increase this ability score by 1, to amaximum of 20.
  • Choose a shifter subrace other than your own. When you shift, you also gain the benefits of its Shifting Feature, in addition to your own.
  • While shifted, you can use your action to expend a Hit Die and regain a number of Hit Points equal to the roll + your Constitution modifier. You can use this a number of times equal to your proficiency bonus per shift.

Malicious Tactics

Prerequisites: Goblin


The martial prowess of a goblin boss is much greater than your average goblin. You've mastered these combat tactics.

When a creature you can see targets you with an attack, you can use your reaction to choose another creature within 5 feet of you. You and that creature swap places, and the chosen creature becomes the target instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Militaristic Prowess

Prerequisites: Hobgoblin


Born to fight, you gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You deal an extra 1d4 damage to creatures you hit with weapon attacks if that creature is within 5 feet of an ally that isn't incapacitated. This bonus becomes 1d8 if two or more allies are within 5 feet of the target.

Monastic Training

Prerequisites: Gith (Githzerai)


Receiving greater training in defense from githzerai monks, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain a +2 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield.

Natural Defenses

Prerequisites: Myconid


As a mushroom of the Underdark, you've learned to use your intricate fungi powers to ward off attackers and blend in with your surroundings.

  • Bioluminescence. As a bonus action, you can emit dim light in a radius of 20 feet centered on you. You can end this effect as a bonus action. Once per day, you can cause the dim light to become bright light, no action required. This bright light lasts for one minute or until you end it as a bonus action.
  • Toxic Spores. You secrete toxic spores that stick to your body. When a creature touches you or hits you with a natural weapon, you can choose to deal 1d6 poison damage to it. Furthermore, when you hit a target with an unarmed strike, you can choose to deal an additional 1d6 poison damage.
  • Vegetal Camouflage. You have advantage on Stealth checks to hide in leafy, forested, fungal, or wooded terrain.

Nine Lives

Prerequisites: Leonin or Tabaxi


When you are reduced to 0 hit points but not killed outright, roll 1d20. On a roll of 9 or lower, roll a Hit Die. You instead drop to a number of Hit Points equal to the Hit Die roll. Note the number you rolled on the d20. If you use this feature again and roll any number you have previously noted, this feature instead has no effect.

One With the Seas

Prerequisites: Genasi (Water)


Growing a greater connection to the element of water, you gain the following benefits:

  • Your Constitution or Wisdom score increases by 1, to a maximum of 20.

PART 1 | FEATS

  • You gain resistance to cold damage.
  • You can use your action to shoot water in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. The DC equals 8 + your proficiency modifier + your Constitution modifier. On a failure, a target takes 1d12 bludgeoning damage and, if it is Huge or smaller, is pushed up to 10 feet away from you and knocked prone. On a success, a target takes half the bludgeoning damage, and is neither pushed nor knocked prone. Once you use this feature, you can't' do so again until you finish a short or long rest.

Pride Exemplar

Prerequisites: Leonin


Loyal to your people, you gain the benefits related to your pride's group.

Ironmanes. You are ferocious and daunting. Your Strength or Constitution score increases by 1, to a maximum of 20. Additionally, you gain proficiency with the Intimidation skill if you aren't already. The range of your Daunting Roar increases to 30 feet and its save DC increases by 1.

Sun Guides. You are tranquil and peaceful. Your Wisdom or Charisma score increases by 1, to a maximum of 20. Additionally, you gain proficiency with the Animal Handling or Nature skill (your choice) and your proficiency modifier is doubled when you make an ability check using either skill, and can spend a minute studying the wildlife in your area (plants and/or animals) to accurately determine the weather for the next 1d4-1 days.

Swiftclaws. You are swift and cunning. Your Dexterity or Intelligence score increases by 1, to a maximum of 20. Additionally, your walking speed increases by 5 feet, you gain proficiency with the History skill if you aren't already proficient, and you can spend 1d6 x 10 minutes to study a book, piece of architecture, message, or similar work to completely memorize it.

Psi Disciple

Prerequisites: Gith


Your psionic training is more advanced than most Gith and has granted you innate spellcasting as described below. Intelligence is your innate spellcasting ability.

  • You learn one cantrip from the sorcerer spell list and can cast it without any components.
  • You learn one 1st-level spell from the sorcerer spell list. You can innately cast this spell without expending a spell slot and without any components. Once you cast this spell in this way, you can't cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level, but you must provide any components.

Rigorous Precision

Prerequisites: Vedalken


Every imperfection is a chance for improvement. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Whenever you make an ability check made with your Tireless Precision skill or tool, add 1d6 to the total, instead of 1d4.
  • Choose one skill with which you’re proficient. Whenever you make an ability check with the chosen skill, roll 1d4 and add the number rolled to the check's total.

Sea Adept

Prerequisites: Locathah


As one who's ever familiar with the seas, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • As long as you're submerged in water, any die rolled to heal you resulting in a 1 or 2 is instead treated as a 3.
  • Accustomed to living in the depths, you gain darkvision to a range of 60 feet.

Serpentine Exemplary

Prerequisites: Yuan-Ti Pureblood


Though you are only a mere Pureblood, Sseth smiles upon you. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Serpent Bite. Your bite is a natural weapon with which you can make unarmed attacks. It deals 1d4 piercing damage and poison damage equal to your proficiency modifier.
  • Snake Form. You can use your action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you die, you stay in your current form.

Simic Mutation

Prerequisites: Simic Hybrid


Increase your Constitution score by 1, to a maximum of 20. As an apex of evolution, you also gain one of the following benefits. You can choose this feat multiple times.

Biomass Mutation

If you expend a Hit Die, you can instead roll 1d4 in place of it. You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses whenever you finish a long rest.

PART 1 | FEATS

Elusive Form

Your skin is covered in a dark, slippery substance. Whenever you make a Dexterity ability check or saving throw, roll 1d4 and add it to the total.

Toxic Resistance

You gain immunity to poison damage and have advantage on saving throws made against becoming poisoned or diseased.

Skirmishing Augmentations

Prerequisites: Warforged


Receiving permanent scout-like enhancements, you gain the following benefits.

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Your walking speed increases by 5 feet.
  • When you are traveling alone for one hour or more, you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)
  • You have advantage on initiative rolls. If you would already have advantage, you instead go first in the initiative order.

Spectral Jaunt

Prerequisites: Elf (Shadar-Kai)


Further blessed by the Raven Queen, you gain the following benefits:

  • You gain an additional use of your Blessing of the Raven Queen feature.
  • You regain all uses of your Blessing of the Raven Queen feature whenever you finish a short or long rest.

Stone Skinned

Prerequisites: Genasi (Earth)


Growing a greater connection to the element of earth, you gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You can add your Constitution modifier to your AC instead of your Dexterity modifier (to a maximum of +2 when using medium armor) when calculating AC.
  • You learn the mold earth cantrip. Constitution is your spellcasting ability for this spell.

Sylvan Camaraderie

Prerequisites: Firbolg


Becoming further attuned with nature, you gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.
  • Whenever you use your Speech of Beast and Leaf feature, you can choose to make a DC 14 ability check, using Wisdom (Animal Handling) for beasts or Wisdom (Nature) for plants. If you succeed, the beast or plant can communicate back with you, and you can understand it. You must reattempt this roll every time, even if it’s with the same beast or plant.

Trampler

Prerequisites: Centaur


You’ve become a force of reckoning on the battlefield, as an equine warrior. Whenever you hit a creature with an attack roll made with your hooves, that creature must make a Strength saving throw with DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is knocked prone. The target has disadvantage on this saving throw if the attack was a part of your Charge feature.

Undaunted

Prerequisites: Lizardfolk


Cold and calculated, you gain the following benefits:

  • You become immune to the frightened condition.
  • You have advantage on all Wisdom saving throws.

Unsettling Visage

Prerequisites: Changeling


Increase your Charisma score by 1, to a maximum of 20. Additionally, being able to shapeshift at will, you are able to subtly change before an enemy, unsettling them. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this feature reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Vampiric Charm

Prerequisites: Dhampir


You have tapped into your vampiric origins, granting you innate spellcasting as described below. Charisma is your innate spellcasting ability.

  • You know the friends cantrip. You can cast this spell without material components.
  • You learn the charm person spell at 3rd level and the suggestion spell at 5th level. You can innately cast each of these spells, requiring no material components. 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.

Visions of Rebirth

Prerequisites: Reborn


As a Reborn ages, they lose more of their memories from their previous life, but they are able to catch more detailed glimpses of those they do recall. You gain the following benefits:

  • When you use your Knowledge from a Past Life feature, you can roll a d8, instead of a d6.

PART 1 | FEATS

  • Whenever a creature makes an attack roll against you, you can use your reaction to roll a d4 and subtract the total from the attack roll. You can use this feature after the roll, but before damage is dealt. Once you use this feature, you cannot do so again until you finish a long rest.

Warcaller

Prerequisites: Minotaur


The might of Mogis flows in your veins, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Whenever you take the attack action on your turn, you can use a bonus action to let out a frightening bellow. Each creature you dealt damage to this turn must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn.
  • Labyrinthine Recall. You can perfectly recall any path you have traveled.

PART 1 | FEATS

Other Feats

Advanced Fighting Style

Prerequisites: at least one Fighting Style


You gain one additional Fighting Style of your choice, as detailed in your class feature. Additionally, whenever you choose a Fighting Style you may choose one of the options below. You must meet any prerequisites the option requires in order to choose it.

Archer's Eye

Prerequisites: Archery fighting style; fighter or ranger


Once per turn, when you hit with a ranged weapon attack and had advantage on the attack roll, the target takes additional damage equal to your proficiency bonus.

Dervish

Prerequisites: Two-Weapon Fighting fighting style; bard, fighter, or ranger


Once per turn, while you're engaging in two-weapon fighting, you can make the extra attack as part of your Attack action instead of a bonus action.

Fencer

Prerequisites: Dueling fighting style


When you are wielding a melee weapon in one hand and no other weapons, the damage bonus from your Dueling fighting style increases to +3 and you can use your reaction to make a single opportunity attack against a creature when it enters your reach; likewise, when you leave its reach, you can make a single opportunity attack as a reaction.

Great Weaponry

Prerequisites: Great Weapon Fighting fighting style; fighter or paladin


Once per turn, when you have advantage on an attack roll made with a melee weapon you're wielding with two hands, the target takes additional damage equal to your proficiency bonus on a hit.

Juggernaut

Prerequisites: Defense fighting style


While you are wearing armor and you're struck by an attack from an attacker you can see, you can use your reaction to gain resistance to that instance of damage. The damage must be either bludgeoning, slashing, or piercing damage made with a nonmagical weapon.

Shield Wall

Prerequisites: Protection fighting style; fighter or paladin


When you take the Attack action on your turn and are wielding a shield, you can use your bonus action to bash a target within 5 ft. with your shield. You are proficient with this attack, which deals 1d6 + your Strength modifier as bludgeoning damage on a hit.

Additionally, you can take the Help action as a bonus action, but instead of granting advantage to an ally's attack roll, you grant the target a +1 bonus to their AC, which lasts until the start of your next turn or until the target is no longer within 5 feet of you.

Celestial Touched

Your exposure to Celestia's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the lesser restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or transmutation 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.

Demon Touched

Your exposure to the magic of the Abyss has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma 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 conjuration or evocation 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.

Hedge Wizard

You have mastered the art of cantrips, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn a cantrip of your choice from any class's spell list. It does not count against the number of cantrips you know. Its spellcasting ability is the ability increased by this feat.
  • When you use your action to cast a cantrip, you can cast a second cantrip on the same turn using a bonus action. The second cantrip must have a casting time of 1 action. You can do this three times, regaining expended uses after you finish a long rest.

Keen Explorer

You have been well trained in exploring dungeons, gaining the following benefits:

  • Increase your Dexterity, Constitution, or Wisdom by 1, to a maximum of 20.

PART 1 | FEATS

  • Choose a specialty below. You choose a specialty each time you finish a long rest. You lose the benefits of a specialty if you choose a different one.

You may take this feat multiple times. When you finish a long rest, you choose a number of specialties equal to the number of times you have taken this feat. Any spell you cast using this feat has a spellcasting ability of Wisdom and can be cast using spell slots you have of the appropriate level.

Deft Disarmer

Traps are a deadly art and you're nothing short of an artist. Having mastered this medium, you gain the following benefits:

  • You gain blindsight out to a range of 10 feet.
  • You have resistance to the damage taken by traps.
  • When you make a Dexterity check with thieves' tools to disarm a trap, you can add double your proficiency bonus to the check.
  • You can search for traps even while moving at a fast pace.

Grizzled Globetrotter

Not even the worst of the wilderness can break your body or spirit. You gain the following benefits:

  • You gain a swimming and climbing speed equal to your walking speed.
  • You can hold your breath for up to 10 minutes.
  • You no longer suffer the effects of extreme heat and extreme cold and you are naturally acclimated to high altitudes (including elevations above 20,000 feet).

Tenacious Trapper

It isn't enough for you to lay out a bear trap or a snare; your very magic bends itself to make deadlier traps. You gain the following benefits:

  • You can add your proficiency bonus to the DC of caltrops, ball bearings, and hunter traps you lay, as well as any other traps you set up.
  • You gain the mending cantrip.
  • You learn an additional spell when you reach certain character levels, as shown in the Keen Explorer table. You can cast each of these spells without expending a spell slot. Once you cast any of these spells in this way, you can't cast that spell in this way again until you finish a long rest.

Treasure Hunter

Wise men like to say that not all that glitters is gold, but you'll be the judge of that. Yours is a pursuit that takes you from intricate vaults to haunted temples. You gain the following benefits:

  • You have advantage on saving throws against being cursed, such as by cursed items or the hex spell. Additionally, you have advantage on saving throws against being possessed.
  • You learn an additional spell when you reach certain character levels, as shown in the Keen Explorer table. You can cast each of these spells without expending a spell slot. Once you cast any of these spells in this way, you can't cast that spell in this way again until you finish a long rest.
Keen Explorer
Level Tenacious Trapper Treasure Hunter
3rd snare identify
5th cordon of arrows knock
9th glyph of warding remove curse
13th fabricate stone shape
17th cloudkill passwall

Last Rites

You have been blessed with greater vitality and magic to better stave off untimely deaths. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • When you or a creature of your choice within 60 feet of you rolls a 19 or 20 on a death saving throw, they regain a number of hit points equal to your Wisdom modifier.
  • When you reduce a creature to 0 hit points, you can choose to subject the creature to the effects of a gentle repose spell without expending a spell slot.

Law of Averages

Prerequisites: The ability to cast a cantrip


Combined with your magical talents, your skills as a logician transcend the normal laws of physics. You gain the following benefits:

  • Whenever you cast a cantrip with a damage roll that targets a single creature, you can choose to deal the average damage of the spell (rounded down). You can choose to do so after you cast the spell but before you make the damage roll.
  • When you make a saving throw and the d20 is 9 or below, you can instead treat the result as a 10. Once you use this feature, you can't do so again until you finish a long rest.

Mantle of Seasons

Attuning yourself to the ebb and flow of seasons, you embody the primordial magic associated with each one. When you take this feat, you align yourself to a season of your choice, gaining the benefits listed below. Upon finishing each subsequent long rest, you align to the next season: spring, summer, autumn, or winter, in that order. After you finish a long rest while aligned to the season of winter, you align to the season of spring. You gain the benefits of a season only while you are aligned to it.

While aligned to a season, you gain a cantrip and resistance to a damage type. Additionally, when you deal damage of that type with a spell of 1st level or higher, you deal an additional +2 damage of that type. (See the table below.)

Any cantrip you gain from this feat does not count against the number of cantrips you know. The spellcasting ability for any spell you gain from this feat is Intelligence, Wisdom, or Charisma (your choice). You make this choice when you take this feat.

PART 1 | FEATS

Mantle of Seasons
Season Cantrip Damage type
Spring sacred flame radiant
Summer fire bolt fire
Autumn toll the dead necrotic
Winter ray of frost cold

Mantle of Thorns

The wilds welcome you as one of their own. You learn the thorn whip cantrip if you didn't already know it. It doesn't count against the number of cantrips you know. Its spellcasting ability is Intelligence, Wisdom, or Charisma (your choice).

Additionally, as an action, you can coat yourself in an aegis of thorns. These thorns have their own pool of hit points, which is equal to 3 x your character level. If a creature hits you with a melee attack, the thorns can take the damage instead of you. So long as the thorns have any remaining hit points, the attacker also takes magical piercing damage equal to your proficiency bonus.

Whenever a creature starts its turn grappling you or grappled by you while the thorns still have hit points, that creature takes magical piercing damage equal to your proficiency bonus.

The thorns last for a number of hours equal to half your character level (rounded down) or until their hit points are depleted. Once you coat yourself in an aegis of thorns, you can't do so again until you finish a long rest.

Mantle of Winds

Prerequisites: Spellcasting or Pact Magic feature


You attune to the wind, that invisible, omnipresent force that carries warmth and wrath across the world. You gain the following benefits:

  • You learn the gust cantrip if you don't already know it. It doesn't count against the number of cantrips you know. Its spellcasting ability is Intelligence, Wisdom, or Charisma (your choice). When a creature fails its Strength saving throw against the spell, the target also takes 1d4 force damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • When you take damage, you can use your reaction to fly up to 10 feet without provoking opportunity attacks. When you do so, you can't cast spells other than cantrips until the end of your next turn.
  • The following spells are added to your class spell list for you: control winds, feather fall, fly, freedom of movement, and gust of wind.

Natural Performer

You have become skilled in the performing arts. Choose one of the specialties below, gaining the listed benefits.

Mime

Having mastered pantomimicry and woven it into your magic, you gain the following benefits:

  • You learn the mage hand cantrip if you didn't know it already. It doesn't count against the number of cantrips you know. Charisma is your spellcasting ability for this cantrip.
  • You learn the silence spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is Charisma.
  • When you cast a spell, you can forgo its verbal components by using a somatic component in its stead. You can do this twice, regaining expended uses after you finish a long rest.

Muse

You're a wellspring of wonder, capable of inspiring others to heights only ever dreamed of. You gain the following benefits:

  • Increase your Charisma or Intelligence score by 1, to a maximum of 20.
  • You learn the guidance cantrip if you didn't know it already. It doesn't count against the number of cantrips you know. Charisma is your spellcasting ability for this cantrip.
  • You learn the enhance ability spell. You can cast this spell without expending a spell slot. When you do so, you do not need to concentrate on the spell, but its duration instead lasts 1d6 rounds. If you cast the spell using this feat again, its previous iteration immediately ends. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is Charisma.

Thespian

Your magic is grounded in authentic, moving performances that can sweep an audience up and into the throes of despair or the deepest fits of laughter. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You learn the disguise self spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is Charisma.
  • While under the effect of the disguise self spell, your voice likewise changes to fit the appearance you've adopted, such as a feminine voice or an Orcish accent, although you cannot mimic the speech of a specific person.
  • You gain proficiency with one martial weapon or tool of your choice; your acting is so authentic that you can bypass your own inexperience.

Poisoncraft


Men of "honor" call the use of poison a coward's art, but such is the way of the wild and of survival of the fittest. You gain the following benefits:

PART 1 | FEATS

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain resistance to poison damage.
  • During a long rest, you can craft poison to coat your weapons and ammunition. The number of doses you create equal your Wisdom modifier + your proficiency bonus. Applying a dose to a weapon or piece of ammunition requires an action. Multiple doses can be applied to a single weapon. Once per turn, when you hit that weapon or piece of ammunition, it deals additional poison damage equal to 1d6 + your Intelligence or Wisdom modifier (whichever score is increased by this feat), consuming a single dose. All unused doses expire after you finish a long rest.

Serenity

Prerequisites: The ability to cast at least one spell


Time spent mastering your spellcasting abilities has allowed you to focus more effectively on spells that require concentration, granting the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You may add your spellcasting ability modifier to any Constitution saving throw you make to maintain concentration on a spell.

Weapon Expert


You have mastered how to use an exotic weapon. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. Then choose one weapon below, gaining the listed benefits. You may take this feat multiple times, choosing a different weapon each time.

When you first take this feat, and only when you first take this feat, you gain a number of expert points equal to your character level. You gain 1 expert point each time you gain a character level, to a maximum of 20. When you spend an expert point, it is unavailable until you finish a long rest, at the end of which you regain all of your expended expert points.

Some of the features below require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Expert save DC = 8 + your proficiency bonus +

your Constitution modifier

Fukiya

Precision. Patience. These are the signature traits of the hornet, a simple creature capable of inflicting great agony. You have studied this lost art, gaining the following benefits:

  • You gain proficiency with the blowgun, which counts as a monk weapon for you.
  • When you hit a creature with a blowgun attack, you can expend 3 expert points to strike at the creature's pressure points and manipulate their balance. The creature must make a Constitution saving throw or become paralyzed for up to 1 minute. It can repeat its Constitution saving throw at the end of each of its turns, ending this effect on a success.

Inji

You become a master of thrown weapons, a terror in the wilds that can down any man from the brush. You gain the following benefits:

  • You gain a +1 bonus to attack rolls made with thrown weapons, as well as the sling.
  • Once per turn, you can spend 3 expert points to add bonus damage equal to half your proficiency bonus to a ranged weapon attack made with a thrown weapon or the sling.
  • You can use your Strength modifier in place of your Dexterity modifier when attacking with a sling.

Kusarigama

You master the long-lost art of the kusarigama, gaining the following benefits:

  • You gain proficiency with the sickle. If you are at 4th monk level or higher, the sickle counts as a monk weapon for you.
  • When you hit a Large-sized or smaller creature with a sickle attack, you can expend 2 expert points to force the creature to make a Dexterity (Acrobatics) check contested by your Expert save DC. You succeed automatically if the target is incapacitated. If you succeed, you knock the target prone.

Naginata

You master the long-lost art of the naginata, gaining the following benefits:

  • You gain proficiency with the glaive. If you are at 4th monk level or higher, the glaive counts as a monk weapon for you despite having the two-handed and heavy properties.
  • When you take the Attack action on your turn, you can expend 3 expert points as a bonus action and make a melee weapon attack against any number of creatures within 10 feet of you, with a separate attack roll for each target. You must be wielding a glaive.

Urumi

Having mastered a deadly dance, you're a whirlwind of lashes. You gain the following benefits:

  • You gain proficiency with the whip. If you are at 4th monk level or higher, the whip counts as a monk weapon for you.
  • When you hit a Large-sized or smaller creature with a whip attack, you can expend 2 expert points to force the creature to make a Dexterity (Acrobatics) check contested by your Expert save DC. You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. You cannot attack with the same whip until you release the target.

Yumi

Many a king dreams of raising an army of longbow-men with which he can dominate the battlefield. Few soldiers, however, ever survive the years of rigorous training necessary to fire such utterly massive bows. You gain the following benefits:

  • You can use your Strength modifier in place of your Dexterity modifier when attacking with a longbow.
  • Once per turn, you can spend 3 expert points to add bonus damage equal to 1 + half your proficiency bonus to attacks with a longbow.

Part 2

Playing the Game

PART 2 | ADVENTURING

Chapter 4: Adventuring

Conditions

Most conditions are unchanged, but this section includes some clarifications and a few tweaks to make the effects of said conditions less arbitrary and more consistent.

Exhaustion

Exhaustion works as written, with the following changes:

  • When your HP drops to 0, you gain a level of exhaustion.
  • You can remove the first level of exhaustion, and only the first level, at the end of a short rest. If you have two or more levels, you must complete a long rest to remove one.

Paralyzed

Paralyzed works as-written, with the following changes:

  • The creature automatically fails Strength and Dexterity checks in addition to saving throws.
  • Any melee attack that hits the creature is a critical hit.

Petrified

Petrified works as-written, with the following change:

  • The creature automatically fails Strength and Dexterity checks in addition to saving throws.

Prone

Prone works as-written, with the following change:

  • Melee attack rolls against a prone creature are made with advantage.

Stunned

Stunned works as-written, with the following change:

  • The creature automatically fails Strength and Dexterity checks in addition to saving throws.

Unconscious

Unconscious works as-written, with the following changes:

  • Attack rolls against an unconscious creature have advantage, and any melee attack that hits the creature is a critical hit.
  • The creature automatically fails Strength and Dexterity checks in addition to saving throws.

Traveling

The travel rules in 5e actually accomplish the system's goals of simple, intuitive play very well. The hardest part of using the travel rules is finding them, scattered as they are over multiple sections of multiple books. This section copies text from the Player's Handbook and Dungeon Master's Guide wholesale and consolidates them in one place for ease of use.

This section includes rules for overland travel, and omits extreme weather, wilderness hazards, ocean or air travel, etc. It is meant to reduce cross-referencing for rules most likely to appear in day-to-day and session-to-session travel.

Travel Pace

Player's Handbook page 181
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect.

A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

If going downstream in a water vehicle, add the speed of the current (typically 3 miles per hour in a river or stream) to the speed of the vehicle. Smaller vehicles, such as keelboats and rowboats, can't be rowed upstream against any significant current, but they can be pulled upstream by draft animals on the shores. (Player's Handbook 156-157).

PART 2 | ADVENTURING

Travel Pace

      Distance Traveled per . . .

Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to
passive Perception
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Special Travel Pace

Dungeon Master's Guide page 243
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.

The above rules on travel pace assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.

A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:

  • In 1 minute, you can move a number of feet equal to your speed times 10.
  • In 1 hour, you can move a number of miles equal to your speed divided by 10.
  • For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).
  • For a fast pace, increase the rate of travel by one-third.
  • For a slow pace, multiply the rate by two-thirds.

For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.

The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.

Similarly, the phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, its rider can travel 7, 10, or 13 miles, depending on the chosen pace.

Activity While Traveling

Player's Handbook, page 182
As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group's journey.

Marching Order

The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

A character occupies the front rank, one or more middle ranks, or the back rank. Characters in each rank need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.

Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, the group has a front rank and a back rank, with no middle rank. If there's only one rank, it's considered a front rank.

Stealth

While traveling at a slow pace, the characters can move stealthily. As long as they're not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7, "Using Ability Scores."

Stealth and Travel Pace

Stealth rules specify you can move stealthily while traveling at a slow pace, implying that moving at a normal or fast pace is not conducive to stealth. If a you attempt to move stealthily, you travel at a slow pace, as per the table above.

Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot.

While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats and hazards.

Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they're traveling, it's up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

PART 2 | ADVENTURING

Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger.

These characters don't contribute their passive Wisdom (Perception) scores to the group's chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM's permission.

Navigation and Becoming Lost

Dungeon Master's Guide, page 111
Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check.

If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends 1d6 hours trying to get back on course.

Wilderness Navigation
Terrain DC
Mazes, cave networks, or magical places where landmarks and paths constantly shift. 20
Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight. 15
Arctic, desert, hills, or open sea with clear skies and no land in sight. 10
Grassland, meadow, farmland. 5

Draw a Map

Player's Handbook, page 183
The character can draw a map that records the group's progress and helps the characters get back on course if they get lost. No ability check is required.

Track

Dungeon Master's Guide page 244
Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances:

  • They stop tracking and resume after finishing a short or long rest.
  • The trail crosses an obstacle, such as a river, that shows no tracks.
  • The weather conditions or terrain changes in a way that makes tracking harder.

The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible.

The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.

On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.

Tracking DCs
Ground Surfaces DC
Soft surface such as snow 10
Dirt or grass 15
Bare stone 20
Each day since the creature passed +5
Creature left a trail such as blood -5

Forage

Dungeon Master's Guide, page 111
Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region.

Foraging DCs
Food and Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15
Very little, if any, food and water sources 20

If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll 1d6 + the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).

PART 2 | ADVENTURING

Operating an Inn

In this section are special rules for running an inn, which replace the rules found in the Dungeon Master's Guide and Xanathar's Guide to Everything.

Taverns and inns can offer a variety of services, many of which are often overlooked. Any establishment that offers drinks and a place to socialize is a tavern. Any place that offers rooms as a service is an inn. Often an inn will also have a tavern area. While not exhaustive, here is a list of services you can implement in your tavern or inn: food and drink, rooms for rent, stabling, job postings, entertainment, storage, mail services, basic spellcasting services, cleaning and mending, baths, etc.

Starting the Business

Characters must secure a property to build the inn, contract workers to build the inn, and then equip the inn with any necessary tools or furnishings. Each member of the group is then considered an owner of the inn. The costs for these items are listed below:

Startup Costs
Item Cost
deed to property 500 gp
construction of inn 4,000 gp and 60 days
equipment and furnishings 1,000 gp

Characters may acquire these items through direct purchase or they may be inherited or rewarded.

Staff

Owners cannot be expected to run the inn while they are out exploring and plumbing dungeons, so staff must be hired. The wages of the staff are included in the inn's cost (see the Inn Advancement table), providing not only labor but story potential.

The bulk of the staff consists of barkeeps, cooks, maids, porters, and wenches. Some other staff may consist of explorers, fishers, and hunters, who help restock inventory and survey the immediate surroundings. The DM may decide that the staff includes other hirelings appropriate to the campaign setting, such as spies or bandits.

Manager

The manager administers the inn, and their responsibilities include supervising the staff, greeting guests, making reservations, overseeing day-to-day operations, and purchasing inventory (food and drink). The manager typically resides within private quarters in the inn itself and seldom leaves the inn, sending out communications through a dedicated messenger (at no extra cost, and traveling on foot or by other means).

The DM is encouraged to use the rules for creating NPC's in chapter of the Dungeon Master's Guide to detail the manager, giving this individual a vibrant personality and backstory. The manager's goals should be aligned with the inn, allowing them to properly act as an ally and steward for the party.

Inn Advancement

As the owners run the inn, the inn gains notoriety and increases in rank at each tier of play (beginning at 1st rank and advancing when the average party level reaches level 5, 11, and 17). The DM might choose to increase or decrease the level of play at which inn rank is gained, or tie advancement to story goals.

Each time the inn increases in rank, the inn gains new features and its costs increase, as shown on the Inn Advancement table. Recall that in the Forgotten Realms, a month consists of 30 days, or 6 workweeks. Each workweek consists of 5 days. The costs in the table below are the total costs per workweek.

Inn Advancement
Levels Rank Weekly Cost Features
1–4 1st 20 gp Sidekick, Expeditions
5–10 2nd 30 gp Company Spellcasting,
Extradimensional Wagon
11–16 3rd 60 gp Extradimensional Tavern
17–20 4th 100 gp Transportation Network

Sidekick

1st-rank inn feature


The owners of the inn gain the service of a sidekick who may accompany them on adventures. The class of the sidekick is Spellbinder or Spellsword. Details of these sidekick classes are given in the Inn Sidekicks section. When estimating the difficulty of an upcoming encounter, the DM should count the sidekick as a character.

If a sidekick feature contains a choice, the DM may make the choice or let the players make it.

Expeditions

1st-rank inn feature


No matter how densely populated or remote and wild the territory in which a inn operates, that territory has secrets. An expedition team can explore the surrounding territory in search of useful features, hidden lairs, and other resources. Exploration can be done any number of times in the surrounding territory, representing new areas being explored, new discoveries, or elements that have changed since the last exploration.

Owners can join an expedition team, but only as a downtime activity, as described below. Otherwise, the owners send out staff to complete expeditions.

Resources. Exploring a portion of the surrounding territory requires at least one workweek of effort and incurs 100 gp per inn rank in expenses. Spending more time and money or having an owner participate in an expedition increases the chance that the expedition team finds something of use to the group.

PART 2 | ADVENTURING

Resolution. An expedition must be resolved before the owners resolve the "Running the Inn" activity for that workweek. An expedition effort requires three ability checks: Wisdom (Perception), Intelligence (Investigation), and Constitution (Survival). These checks represent, respectively, searches for useful features, identification of useful features, and enduring the journey and returning to the inn safely.

A check can be made by anyone on the expedition team, even if they have made a previous check. If an owner makes the check, they use their ability modifier and their proficiency bonus. If a staff member makes the check, treat their ability modifier as +0, assume they are proficient in the skill, and treat their proficiency bonus as 2 + the inn's rank.

The results of the three checks are then summed, and additional bonuses are applied. This sum gains a +3 bonus for any owner who is on the expedition and has at least one of the skill or tool proficiencies listed for a particular specialist in the Expedition Specialists table. This bonus increases to +6 if the owner has both listed proficiences for that specialist. An owner can act in only one specialty at a time.

This sum also gains a +3 bonus for each workweek beyond the first that is spent exploring, and a +3 bonus for every additional 100 gp per inn rank spent over the baseline expenses. A maximum bonus of +30 can be applied to the sum of the three checks. The grand total then determines the outcome, as shown on the Exploration Discoveries table.

Expedition Specialists
Specialist Proficiency 1 Proficiency 2
Apothecary Arcana alchemist's supplies
Chef brewer's supplies cook's utensils
Doctor Medicine poisoner's kit
Fisher Nature navigator's tools
Fletcher Survival woodcarver's tools
Guide History cartographer's tools
Pathfinder vehicles (land) vehicles (water)
Raider Acrobatics thieves' tools
Scout Stealth disguise kit
Exploration Discoveries
Grand Total Discovery
15 or less Major threat
16–30 Minor threat
31–45 No discovery of note
46–60 Natural feature
61–75 New customers
76–90 Recovered treasure
91 or more Expanded benefit

Major Threat. A result on the table indicating a major threat represents a discovery, event, or entity that might completely undo an inn's ability to do business—or destroy it altogether. Such threats might include the discovery of a massing orc tribe, or a dragon entering the area to raid the inn's trade routes. The inn's weekly cost increases by 100


percent until the threat is resolved, as determined by the DM.

Minor Threat. A minor threat to the inn involves uncovering a danger that can disrupt the owners' ability to conduct business effectively. Such threats might arise from stumbling upon the lair of a monster, learning of the machinations of a noble, or discovering a rival's outpost. The inn's weekly cost increases by 50 percent until the threat is resolved, as determined by the DM.

Natural Feature. The expedition could locate timber, precious metals, or other valuable natural resources; a feature that serves as a lookout or offers defensive value; a location that can serve as a safe house; or the like. Valuable resources decrease an inn's weekly cost by 25 percent for 1d3 workweeks.

New Customers. A new settlement is discovered in the territory, and the people there are eager to deal. These could be newcomers settling the area or a previously unnoticed village or group of farmsteads. The presence of new customers decreases the inn's weekly cost by 25 percent for 1d3 + 1 workweeks before rivals catch wind of them.

Recovered Treasure. The expedition locates valuable treasure. Roll a d4 and add the inn rank to the result, then determine the outcome on the Recovered Treasure table.

Recovered Treasure
d4 + rank Outcome
2–3 1d4 gems worth 3d3 x 5 gp each
4 roll once on Magic Item Table A
5 roll once on Magic Item Table B
6 roll once on Magic Item Table F
7–8 roll once on Magic Item Table C

If a 5–8 is rolled, the DM can also decide to roll multiple times on the corresponding item table, then offer the players the choice of which item to keep. The other items are kept by the staff or rewarded to them for a successful expedition.

Expanded Benefit. The DM chooses whether the expedition turns up a natural feature, new customers, or recovered treasure, then increases the benefit or reduces the cost of that discovery. Natural resources might be found in greater abundance, new customers might provide useful secrets, or a recovered treasure might be part of a hoard.

Company Spellcasting

2nd-rank inn feature


While all owners of the inn are within 300 feet of one another, they can cast spells from the table below but must share the spell slots among themselves.

Expended company spell slots are regained when an owner rolls on the Running the Inn table. For casting these spells, the spell save DC is 13 + the rank of the inn.

Company Spell Slots
Rank Level 1
Slots
Level 2
Slots
Level 3
Slots
Level 4
Slots
Level 5
Slots
2nd 4 3 2
3rd 4 3 3 1
4th 4 3 3 3 1

PART 2 | ADVENTURING

Company Spells
Rank Spell
Level
New Spells
2nd 1
2
3
distort value, illusory script, unseen servant
arcane lock, skywrite
motivational speech, tongues
3rd 3
4
Leomund's tiny hut
Mordenkainen's private sanctum
4th 5 teleportation circle

Extradimensional Wagon

2nd-rank inn feature


The inn gains an extradimensional wagon. This is a seemingly simple wagon drawn by an old horse but it channels powerful magic. The wagon's driver can cause the wagon to teleport the distance of a day's journey, targeting a known location over the course of one or more extradimensional jumps.

Such teleportation is usually done when no one is looking, to avoid arousing suspicion or frightening the locals. Though the wagon eventually arrives at the intended destination, the intervening stop-off points are unknown—and quite possibly perilous.

Extradimensional Tavern

3rd-rank inn feature


Several of the doors in the inn are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as libraries, laboratories, meeting rooms, kitchens, prisons, private quarters, and more, with each room's setup and contents chosen when the rooms are first installed. Each room's initial furnishing and equipment are included, though characters can later add to these features as they wish.

Transportation Network

4th-rank inn feature


A friendly cabal of archmages has inscribed a permanent teleportation circle in an area of the inn of the owners' choice. The sigil sequence is known to each of the owners.

Running the Inn

    Resources. Unless the DM decides otherwise, this activity must be run at the end of each workweek of game time. Having owners work in the inn as experts during a workweek of downtime improves the chances for a favorable outcome. To work as an expert, an owner must have proficiency in a skill or tool for a particular profession on the Experts table. An owner can act in only one profession for the workweek.

Resolution. At the end of each workweek, the DM rolls percentile dice. The total gains a +5 bonus for each owner acting as an expert. This bonus increases to +10 if the owner has both listed proficiences for that profession. A maximum bonus of +30 can be applied to the total. The DM then compares the grand total to the Running the Inn table to determine what happens.

Experts
Profession Proficiency 1 Proficiency 2
Accountant Investigation forgery kit
Advertiser Deception Persuasion
Carpenter Perception carpenter's tools
Costumer cobbler's tools jeweler's tools
Croupier Sleight of Hand any gaming set
Entertainer Performance any instrument
Glazier glassblower's tools tinker's tools
Guard Athletics Intimidation
Medium Insight Religion
Printer calligrapher's supplies painter's supplies
Repairman mason's tools potter's tools
Stablehand Animal Handling smith's tools
Tailor leatherworker's tools weaver's tools
Running the Inn
Grand Total Result
10 or less The inn has a ruinous month. Declining sales and rising expenditures increase the inn's weekly cost by 150 percent.
11–20 The inn suffers severe setbacks. Weekly cost increases by 125 percent.
21–30 The inn struggles. Weekly cost increases by 100 percent.
31–40 The inn performs poorly. Weekly cost increases by 50 percent.
41–50 The inn operates normally. Weekly cost does not change.
51–60 The inn sees strong sales and trims expenses. Weekly cost decreases by 50 percent.
61–70 The inn improves operations and sales. Weekly cost decreases by 100 percent.
71–80 The inn has an excellent month. Weekly cost decreases by 110 percent.
81–90 The inn has a fantastic month. Weekly cost decreases by 125 percent.
91 or more The inn is a shining example to other inns in the region. Weekly cost decreases by 150 percent.

Determining Weekly Cost. Whenever the Running the Inn or Exploration Discoveries table (see Inn Advancement) modifies an inn's costs for a given workweek, that increase or decrease is totaled up with all other increases and decreases. For example, running the inn might decrease costs by 25 percent, but then a major threat as a result of exploring the surrounding territory increases monthly costs by 50 percent–a net increase of 25 percent.

Whenever the final result indicates that the inn's weekly cost has decreased 100 percent, revenue and expenses exactly balance each other out, so that the inn has no

PART 2 | ADVENTURING


payment to make for that workweek.

Whenever the final total is a decrease in weekly cost of more than 100 percent, this means the inn has paid its expenses and earned a profit to boot. Calculate the profit based on the amount of the decrease above 100 percent. For example, an inn whose weekly cost comes out at a decrease of 150 percent earns a profit equal to 50 percent of the inn's base weekly cost.

Nonpayment Penalties. At the end of this activity, the owners pay the weekly cost to their debtors. If they fail to do so, the inn begins to fail. For each unpaid debt incurred in this manner, the owners take a cumulative –15 penalty to subsequent rolls on the Running the Inn table. This cumulative penalty is removed only once all unpaid debts are paid in full.

Storing Profits. Any profit made by the inn is used immediately to pay down any balance of unpaid debts. Any leftover profit is kept safely in a magical coffer in the inn by the manager. An owner may withdraw or deposit any amount of coinage from or to this coffer when they visit the inn, or by some other means as determined by the DM.

Unpaid Debts. If the balance of all unpaid debts reaches 300 gp or more, then until all unpaid debts are paid in full, the owners no longer benefit from any features of the inn and any subsequent result of the d100 roll for Running the Inn is a 1. The owners can pay debts only when they visit the inn and deposit coinage into the coffer, or by some other means as determined by the DM. The may DM may also decide that an unpaid debt in excess of 300 gp results in complications and story ramifications.

PART 2 | ADVENTURING

Inn Sidekicks

This section provides a way to create an adventurer sidekick for a group that operates an inn.

The sidekick can be incorporated into a group at soon as the inn begins operations, or a sidekick might join the group during the campaign. For example, the owners may receive notice of a rescue quest from a guest at the inn, and the target of the rescue becomes the group's sidekick.

When the sidekick is created, the DM chooses or lets the players choose the class it will have for the rest of its career: Spellbinder or Spellsword. The race of the sidekick can be any humanoid race or resemble any Medium or smaller creature that has at least one language in its stat block that it can speak. However, other than size and appearance, the sidekick does not gain any of that race's features.

Starting Level and Leveling Up

The starting level of a sidekick is the same as the average level of the group. The sidekick's base walking speed is 25 ft. It can read, speak, understand, and write Common and one language of your choice.

Whenever a group's average level goes up, the sidekick gains a level. It doesn't matter how much of the group's recent adventures the sidekick experienced; the sidekick levels up because of a combation of the adventures it shared with the group and its own training.

Hit Points

The sidekick has a number of Hit Dice, each a d8, equal to its level. At 1st level, the sidekick has a hit point maximum equal to 8 + its Constitution modifier. Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases by 1d8 + its Constitution modifier.

If the sidekick drops to 0 hit points and isn't killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character.

Proficiencies

The sidekick's proficiency bonus (PB) is determined by its level in its class, as shown in the class's table.

The sidekick is proficient in light armor. The sidekick is also proficient in all simple weapons, provided it is a humanoid or has human-like appendages reasonably capable of wielding such a weapon. Otherwise, the sidekick is not proficient in any weapons.

Spellcasting

1st-level Spellbinder or Spellsword feature


    Spell Slots. The Sidekick table shows how many spell slots the sidekick has to cast its spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.

Spells Known. The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list.

The Cantrips Known and Spells Known columns of the Sidekick table show when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table.

When the sidekick gains a level, you can choose one of the spells it knows from its class and replace it with another spell from its class spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.

Spellcasting Ability. The sidekick's spellcasting ability for these spells is Wisdom for the Spellbinder class or Intelligence for the Spellsword class.

The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.

Spell Save DC = 8 + sidekick's proficiency bonus +

sidekick's spellcasting modifier

Spell attack modifier = sidekick's proficiency bonus +

sidekick's spellcasting modifier

    Spellcasting Focus. The sidekick can use a focus for its spells depending on its class. A Spellbinder can use a holy symbol and a Spellsword can use an arcane focus.

The Sidekick (Spellcasting)
Level Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1st 2 1 2
2nd 2 2 2
3rd 2 3 3
4th 3 3 3
5th 3 4 4 2
6th 3 4 4 2
7th 3 5 4 3
8th 3 5 4 3
9th 3 6 4 3 2
10th 4 6 4 3 2
11th 4 7 4 3 3
12th 4 7 4 3 3
13th 4 8 4 3 3 1
14th 4 8 4 3 3 1
15th 4 9 4 3 3 2
16th 4 9 4 3 3 2
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2

PART 2 | ADVENTURING

Spellbinder

Proficiencies


  • Tools: one musical instrument of your choice
  • Saving Throws: one of Intelligence, Wisdom, or Charisma
  • Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

Equipment

The sidekick starts with the following equipment: any simple weapon, padded armor, and a holy symbol.

The Spellbinder
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 10 (+0)
Level PB Features
1st +2 Spellcasting, Inspiring Presence
2nd +2
3rd +2
4th +2 Ritual Caster
5th +3
6th +3 Potent Buffs
7th +3
8th +3 Augmentation
9th +4
10th +4
11th +4
12th +4 Alert
13th +5
14th +5 Empowered Heals
15th +5
16th +5 Prudence
17th +6
18th +6 Prudence
19th +6
20th +6 Prudence

Inspiring Presence

1st-level Spellbinder feature


While taking a short rest, the sidekick can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of your choice that can see and hear the sidekick's performance gain 1d6 temporary hit points at the end of the sidekick's short rest.

Once this feature is used, it cannot be used against until the sidekick finishes a long rest.

Ritual Caster

4th-level Spellbinder feature


The sidekick has learned a number of spells that it can cast as rituals. These spells are written in a ritual book, which it has acquired and which it must have in hand while casting one of these spells. The ritual book holds two 1st-level spells, with the ritual tag, of your choice.

If the sidekick comes across a spell in written form, such as a magical spell scroll or a wizard's spellbook, the sidekick might be able to add the spell to its ritual book. The spell's level can be no higher than half the sidekick's level (rounded up), and it must have the ritual tag. The process of copying the spell into the ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components the sidekick expends as it experiments with the spell to master it, as well as the fine inks it needs to record it.

Potent Buffs

6th-level Spellbinder feature


Whenever the sidekick grants a beneficial spell effect to another creature the sidekick gains the spell effect also for the duration of the spell. To be eligible, the effect cannot restore hit points and must be the result of a spell of 1st-level or higher that is incapable of targeting more than one creature at the spell's current level.

Augmentation

8th-level Spellbinder feature


When the sidekick casts a spell, it may augment the spell with one of the following effects. The sidekick may use this feature twice, regaining expended uses after finishing a long rest.

Distant Spell. If the spell has a range of 5 ft. or greater, its range is doubled. If the spell has a range of touch, its range is 30 feet instead.

Extended Spell. If the duration of the spell is 1 minute or longer, its duration is doubled, to a maximum of 24 hours.

Alert

12th-level Spellbinder feature


The sidekick gains a +5 bonus to initiative and can't be surprised if it is conscious. Additionally, other creatures don't gain advantage on attack rolls against the sidekick as a result of being unseen by it.

Empowered Heals

14th-level Spellbinder feature


Whenever the sidekick casts a spell by expending a spell slot, the sidekick can add 2 + its spellcasting modifier to the spell's healing roll, if any.

Prudence

16th-level Spellbinder feature


The sidekick increases its Wisdom score by 2. At 18th level, the sidekick again increases its Wisdom score by 2. At 20th level, taking damage can no longer break the sidekick's concentration on a spell.

PART 2 | ADVENTURING

Spellsword

Proficiencies


  • Tools: one type of artisan's tools of your choice
  • Saving Throws: one of Strength, Dexterity, or Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

The sidekick starts with the following equipment: any simple weapon, padded armor, and an arcane focus.

The Spellsword
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1)
Level PB Features
1st +2 Spellcasting, Whirlwind Assault
2nd +2
3rd +2
4th +2 War Caster
5th +3
6th +3 Potent Cantrips
7th +3
8th +3 Confrontation
9th +4
10th +4
11th +4
12th +4 Mobile
13th +5
14th +5 Empowered Spells
15th +5
16th +5 Agility
17th +6
18th +6 Agility
19th +6
20th +6 Agility

Whirlwind Assault

1st-level Spellsword feature


As an action, the sidekick can make a melee weapon attack on up to each of three targets within range.

War Caster

4th-level Spellsword feature


The sidekick gains the following benefits:

  • The sidekick has advantage on Constitution saving throws that it makes to maintain its concentration on a spell when it takes damage.
  • The sidekick can perform the somatic components of spells even when it has weapons in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from the sidekick, the sidekick can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Potent Cantrips

6th-level Spellsword feature


The sidekick can add its spellcasting modifier to the damage it deals with any cantrip.

Confrontation

8th-level Spellsword feature


When the sidekick is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon.

Mobile

12th-level Spellsword feature


The sidekick's speed increases by 10 feet. When the sidekick uses the Dash action, difficult terrain doesn't cost it extra movement on that turn.

When the sidekick makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.

Empowered Spells

14th-level Spellsword feature


Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add 2d3 to the spell's damage roll, if any.

Agility

16th-level Spellsword feature


The sidekick increases its Dexterity score by 2. At 18th level, the sidekick again increases its Dexterity score by 2. At 20th level, the sidekick's attack rolls score a critical hit on a roll of 19–20 on the d20.

PART 2 | ADVENTURING

Spellbinder Spells

Cantrips (0 Level)
  • control flames
  • druidcraft
  • guidance
  • gust
  • light
  • mage hand
  • mending
  • mold earth
  • prestidigitation
  • resistance
  • shape water
  • spare the dying
  • thaumaturgy
1st Level Spells
  • animal friendship
  • bane
  • beast bond
  • bless
  • ceremony
  • create or destroy water
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • faerie fire
  • fog cloud
  • gift of alacrity
  • goodberry
  • healing word
  • heroism
  • jump
  • longstrider
  • mage armor
  • protection from evil and good
  • purify food and drink
  • sanctuary
  • shield of faith
  • speak with animals
2nd Level Spells
  • aid
  • animal messenger
  • augury
  • barkskin
  • beast sense
  • calm emotions
  • continual flame
  • darkvision
  • enhance ability
  • enlarge/reduce
  • find traps
  • fortune's favor
  • gentle repose
  • gust of wind
  • healing spirit
  • invisibility
  • lesser restoration
  • levitate
  • locate animals or plants
  • locate object
  • pass without trace
  • prayer of healing
  • protection from poison
  • skywrite
  • spider climb
  • warding bond
  • zone of truth
3rd Level Spells
  • aura of vitality
  • beacon of hope
  • catnap
  • clairvoyance
  • create food and water
  • daylight
  • dispel magic
  • fly
  • intellect fortress
  • life transference
  • magic circle
  • mass healing word
  • motivational speech
  • nondetection
  • plant growth
  • protection from energy
  • remove curse
  • revivify
  • sending
  • speak with dead
  • speak with plants
  • tongues
  • wall of water
  • water breathing
  • water walk
4th Level Spells
  • aura of life
  • aura of purity
  • death ward
  • divination
  • freedom of movement
  • hallucinatory terrain
  • locate creature
  • stone shape
  • stoneskin
5th Level Spells
  • antilife shell
  • commune
  • commune with nature
  • dispel evil and good
  • greater restoration
  • hallow
  • legend lore
  • mass cure wounds
  • raise dead
  • reincarnate
  • scrying
  • skill empowerment
  • tree stride
  • wall of stone

Spellsword Spells

Cantrips (0 Level)
  • blade ward
  • booming blade
  • green-flame blade
  • lightning lure
  • mage hand
  • magic stone
  • poison spray
  • prestidigitation
  • primal savagery
  • shillelagh
  • shocking grasp
  • sword burst
  • thunderclap
  • word of radiance
1st Level Spells
  • absorb elements
  • armor of Agathys
  • arms of Hadar
  • burning hands
  • compelled duel
  • divine favor
  • ensnaring strike
  • expeditious retreat
  • frost fingers
  • hail of thorns
  • hunter's mark
  • searing smite
  • shield
  • spiritual weapon
  • thunderous smite
  • thunderwave
  • wrathful smite
  • zephyr strike
2nd Level Spells
  • Aganazzar's Scorcher
  • blur
  • branding smite
  • cloud of daggers
  • dragon's breath (self only)
  • find steed
  • flame blade
  • magic weapon
  • mirror image
  • misty step
  • shadow blade
3rd Level Spells
  • blinding smite
  • conjure barrage
  • counterspell
  • crusader's mantle
  • elemental weapon
  • flame arrows
  • haste (self only)
  • lightning arrow
  • phantom steed
  • pulse wave
  • spirit guardians
  • spirit shroud
  • thunder step
  • vampiric touch
4th Level Spells
  • fire shield
  • guardian of nature (primal beast only)
  • polymorph (self only)
  • shadow of moil
  • staggering smite
5th Level Spells
  • banishing smite
  • conjure volley
  • destructive wave
  • far step
  • holy weapon
  • steel wind strike
  • swift quiver

PART 2 | EQUIPMENT

Chapter 5: Equipment

Adventuring Gear

Included in this section are other items that PC's might employ in combat. They are not weapons, and each possesses its own unique properties and traits. Items without an aggressive combat use have been omitted, as they have not been changed.

If a piece of gear requires you to make an attack roll, you do not add your proficiency bonus to the roll unless you are proficient in improvised weapons. If you have the Extra Attack feature, you can expend one attack to use an item instead of taking the Use an Item action.

If a piece of gear can be throw, it has the thrown property and a range of 20/60 feet. You add your Dexterity modifier to attack rolls with thrown gear, and nothing to damage.

Adventuring Gear
Item Cost Weight
Acid (vial) 25 gp 1 lb.
Alchemist's fire (flask) 50 gp 1 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Flour (bag) 2 cp 1 lb.
Grappling hook 2 gp 4 lb.
Hunting trap 5 gp 25 lb.
Manacles 2 gp 6 lb.
Oil (flask) 1 sp 1 lb.
Salt (bag) 1 cp 1 lb.
Torch 1 cp 1 lb.
War Paint 1 gp

    Acid. As an action, you can splash the contents of this vial onto a creature or throw the vial, making a ranged attack roll against a creature of your choice within range. On a hit, the target takes 2d6 acid damage. This acid does doubled damage to objects. If you empty the contents of this vial onto an object within 5 feet, the attack automatically hits.

Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask at a creature, which causes it to shatter on impact. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. If a creature is vulnerable to fire damage it has disadvantage on this check, and the DC is increased to 15 for it.

Caltrops. This item works as written except improvised collections of sharp items, such as broken glass, can be used as caltrops.

Flour. As an action, you can throw a bag of flour, which ruptures on impact. The cloud of powder fills a 10 foot cube, which lingers in the air for 1 minute. Any creature or object in the cloud can’t benefit from being invisible while inside. If the flour cloud takes fire damage or touches flames, it deals 2d6 fire damage to all creatures within the cloud and is destroyed. Coal, sawdust, coffee, pollen, magnesium powder, and other flammable materials can be used in place of flour.

Grappling Hook. If this sharp metal hook is tied to a rope, you can throw it at an object or creature, making an attack roll against the creature or the AC of the object's material. You can then pull the rope to drag the target, as if you were grappling it (though the target is not grappled). You can also climb that rope if the creature or object hooked to it is at least one size larger than you. A creature can use the free object interaction granted on its turn to remove the hook from the creature or object it's attached to.

Hunting Trap. You can use an action to set this trap in an unoccupied space, which is comprised of a pressure panel and heavy iron jaws affixed to the ground by a spike and chain. When a creature walks through its 5ft. space, the trap makes a melee attack against that creature. The trap has +8 to hit and deals 1d10 piercing damage, and if it hits, the target is grappled (escape DC 15). Whether the attack hits or misses, the trap cannot make a second attack until the creature escapes and the trap is set again. Failing the check to escape by 5 or more deals an additional 1d10 piercing damage to the trapped creature.

Manacles. These iron restraints can bind a Small or Medium creature. A conscious, unwilling creature must be grappled or incapacitated before manacles can be applied to it. Escaping manacles requires a DC 20 Dexterity check to slip out, or a DC 20 Strength check to break. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. A spellcaster with manacles on both wrists cannot perform the somatic components of spells. A creature with manacles applied to both ankles has a walking speed of 10 feet.

Oil. You can use an action to throw this flask of flammable oil onto a creature or object, splashing the oil onto it if you hit. If the oil-covered target takes any fire damage within the next minute, it takes an additional 5 fire damage. The oil is not consumed when this bonus fire damage is applied.

You can also pour a flask of oil on the ground to cover a 5 foot square. If lit, the oil burns for 1 minute. The first time on a turn that a creature enters the burning area, or starts its turn there, it takes 5 fire damage.

You can also spread a flask of oil over one melee weapon or 3 pieces of ammunition and set them alight. Half of the damage dealt by a flaming weapon or piece of ammunition is fire damage, and the lit item sheds bright light in a 5-foot radius, and dim light for another 5.

If you spend 10 minutes lubricating a suit of armor with a flask of oil, the armor does not impose disadvantage on Stealth checks for the next 8 hours.

PART 2 | EQUIPMENT

Salt. A seasoning and preservative, salt also wards off ghosts. You can spend 1 minute to spread 1 lb. of salt in a ring with a radius no larger than 10 feet. When the circle is completed, the area it encloses is considered magical and treated as if under the effect of a magic circle spell. Instead of the spell's normal targets, the ring blocks the passage of any creature on the Ethereal Plane or with the Incorporeal Movement trait. The spell lasts until dispelled or until the salt ring is broken. The salt cannot be directly touched or disturbed by a creature that it affects.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for another 20. If you hit with a burning torch, it deals 1 fire damage.

War Paint. This threatening paint on the face or body takes one hour to apply, and lasts 8 hours. If you are proficient with painter's supplies you can add this paint to yourself or another creature. The wearer adds the painter's proficiency bonus to Intimidation checks that it makes for 8 hours, after which the paint fades or runs.

Bombs

Bombs are specialized hurled explosives, often made from a hollow shell packed with gunpowder and exotic materials. You can use the Activate An Item to throw a bomb to any point within 60 feet of you, where it explodes. That point acts as the origin of the bomb's effects.

All bombs weigh 1 lb., have the thrown property, and are lit or activated as part of the same action used to throw them. If an ability such as Extra Attack or Multiattack gives you the ability to make multiple attacks in one turn, you can throw a bomb using of those attacks, instead of using an action.

Basic bombs can usually be bought in large towns or cities at a local alchemist or gunsmith. Non-basic bombs are much rare, and usually have to be crafted by players or advanced specialists in large cities, or acquired by special means determined by the DM. The cost of a non-basic bomb is a suggested price when it is crafted. However, since such bombs are rare, crafters may often increase the price by factors of 3 or more.

See Chapter 6 for rules on crafting bombs.

Basic Bomb. When this bomb explodes, all creatures and objects in a 5-foot-radius sphere must make a DC 12 Dexterity saving throw. On a failed save, a target takes 1d6 fire damage and 1d6 thunder damage, and half as much damage on a success. This bomb's thunder damage is doubled against constructs, objects, and structures.

Dimeritium Bomb. Crafted from complicated enchantments, reagents, and metals, the cloud of emerald-colored smoke from this bomb interferes with magic itself. The explosion creates a 5-foot-sphere of material that targets all creatures, spells, and effects within the area with the dispel magic spell. If a check is required to dispel an effect, the bomb has a +5 bonus to the d20 roll.

Flash Bomb. A tiny cloth pouch filled with magnesium strips and gunpowder. When this bomb explodes, it produces blinding light. Each creature in a 15-foot radius sphere must make a DC 10 Constitution saving throw. On a failed save, a target is blinded until the end of its next turn. Creatures with darkvision have disadvantage on the saving throw.

Flashbang. This bomb creates a disorienting burst of light and sound within a 15-foot radius sphere. Each creature in the sphere must make a DC 10 Constitution saving throw. On

Bombs
Item Cost Save DC Radius
Basic bomb 50 gp 12 Dex 5 ft.
Dimeritium bomb 600 gp 5 ft.
Flash bomb 20 gp 10 Con 15 ft.
Flashbang 40 gp 10 Con 15 ft.
Frost bomb 550 gp 17 Con 15 ft.
Glitterburst 100 gp 13 Dex 10 ft.
Moonburst 320 gp 14 Wis 10 ft.
Mustard bomb 450 gp 16 Con 15 ft.
Sleep bomb 50 gp 15 ft.
Smoke bomb 20 gp 10 ft.
Thunderburst 250 gp 12 Str 10 ft.
Voidburst 1000 gp 14 Cha 10 ft.
Wildfire bomb 1500 gp 17 Dex 20 ft.

a failed save, a target is blinded and deafened for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw, ending the effect on itself on a success. Creatures with tremorsense or darkvision have disadvantage on the initial saving throw against this bomb.

Frost Bomb. Packed with shards of ice and cold magic, this bomb forces all targets in a 15-foot-radius sphere to make a DC 17 Constitution saving throw. On a failed save, a target is restrained. While restrained in this way, its Armor Class increases by 2. The target can use its action to make a DC 17 Strength check, freeing itself from the ice on a success.

Glitterburst. Silver dust fills this bomb, inflicting terrible damage on creatures vulnerable to it. All creatures within 10 feet of its explosion must make a DC 13 Dexterity saving throw. On a failed save, a target takes 4d6 piercing damage, and half as much on a success. Creatures with special vulnerabilities to silvered weapons take doubled piercing damage and have disadvantage on saving throws against this bomb. This bomb is considered a silvered weapon for the purposes of overcoming resistance and immunity to damage.

Moonburst. Packed with parilla cuttings and shards of feldspar, this bomb is designed to combat shapeshifters. When thrown, it explodes in a 10-foot-radius sphere. Each creature within that sphere must make a DC 14 Wisdom saving throw. A target takes 3d6 radiant damage on a failed saving throw, and half as much on a success. A creature transformed into a different form (through means such as the shapechanger trait, polymorph spell, or Wild Shape feature) makes the saving throw against this bomb with disadvantage, and any creature damaged by this bomb reverts to its normal form and cannot change from it for one hour.

Mustard Bomb. Filled with a powder distilled from exotic fruits, this chemical bomb releases a billowing cloud of excruciating gas in a 15-foot radius, which lasts for 1 minute. A strong wind disperses the cloud of gas, removing it early.

PART 2 | EQUIPMENT

The first time a creature enters the cloud on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. Targets immune to fire damage or that do not need to breathe automatically succeed on this save. On a failed save, it is poisoned for 10 minutes. While poisoned in this way, the target is choking and cannot cast spells that require a verbal component. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Sleep Bomb. Fey magic and tranquilizing herbs combine in this gas bomb to sedate targets. When this bomb explodes, it subjects creatures in a 15-foot-radius sphere to the sleep spell.

Smoke Bomb. The flammable compound inside this bomb produces a thick plume of smoke, filling a 10-foot radius sphere centered around the point it exploded for 1 minute. The area within the cloud of smoke is heavily obscured. A strong wind disperses the cloud of gas, removing it early.

Thunderburst. Also called a thunderstone, this tiny crystal of compressed energy shatters on impact and unleashes a concussive shockwave in a 10-foot radius. A creature or object within that area must succeed on a DC 12 Strength saving throw or take 4d6 thunder damage, be knocked 5 feet away from the center of the explosion, and fall prone. On a successful save, a target takes half as much damage and is not moved or knocked prone. This bomb deals doubled damage to objects, structures, and constructs.

Voidburst. A shell packed with hallucinogens and cursed bone powder. When this bomb explodes, any creature within 5 feet of must succeed on a DC 14 Charisma saving throw or be sent into the Ethereal Plane for 2d6 rounds. Afterward, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Wildfire Bomb. A closely-guarded secret of contemporary alchemy, this bomb is the end result of a quest for ever-burning flames. It is a horrific incendiary which sticks to clothing, skin, and buildings. When this bomb explodes, all creatures in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and is set alight. On a success, it takes half as much damage and is not set on fire.

Additionally, every flammable creature and object in a 20- foot-radius, 40-foot-high cylinder extending from the sphere's point of origin down to the ground must make the same saving throw. Creatures and objects in the area are ablaze. The first time on a turn that a creature enters a burning space or starts its turn there, it takes 2d6 fire damage, but the fire does not spread to it.

A target set on fire by a wildfire bomb takes an additional 2d6 fire damage at the start of each of its turns. The pain is excruciating; when a target takes this damage, it must succeed on a DC 15 Constitution saving throw or fall unconscious until another creature uses an action to wake it.

A creature can use its action to make a DC 17 Dexterity (Sleight of Hand) check to extinguish the flames in a 5-foot square or on a creature, including itself. This fire cannot be put out or otherwise affected by effects that extinguish or manipulate flames, such as the prestidigitation or control flames spells, or the effects of magical items such as a frost brand.

Herbal Mixtures

These herbal mixtures provide small, but potent benefits when applied or consumed. Each weighs 1/2 lb. except the Healer's Kit, which weighs 3 lb.

See Chapter 6 for rules on crafting herbal mixtures.

Herbal Mixtures
Mixture Cost
Alertness draught 25 gp
Antiparalytic 50 gp
Antipathogen 20 gp
Antitoxin 50 gp
Eye black 1 gp
Mixture Cost
Incense 25 gp
Journeybread 5 gp
Nightlight 20 gp
Sunscreen 10 gp

    Alertness Draught. For 1 hour after drinking this bitter brew, you have advantage on saving throws against being put to sleep.

Antiparalytic. This bland, slimy fluid grants you advantage on saving throws against paralysis for 1 hour.

Antipathogen. This chalky tablet grants advantage on saving throws against disease for 8 hours.

Antitoxin. This vial of liquid grants advantage on saving throws against poison for 1 hour when drunk.

Eye Black. This strip of grease applied under or on the eyes, grants advantage on saving throws against being blinded for 8 hours or until it is washed off.

Incense. A small stick of scented herbs that relaxes the mind, and can be used as a material component for spells that require incense or herbs, including those with a gp value.

Journeybread. This dense vegetable cake acts as a day's rations for a medium creature.

Nightlight. A thick, purple liquid kept in a glass vial that glows with flameless bright light in a 30-foot radius and dim light for another 30 feet for 1 hour when shaken. After the hour passes, it becomes inert.

Sunscreen. This mud-based cream grants advantage on saving throws inflicted by extreme heat for 4 hours.

Infused Oils

These magically infused oils coat weapons and armor to produce a temporary magical effect. As an action, you can apply an infused oil to a weapon, piece of armor, or 3 pieces of ammunition. You must have at least one free hand to apply an oil. Oils dry one hour after application, but can also be cleaned or washed off. An item can benefit from only one oil at a time. If you apply a second oil, it removes the first. A weapon or piece of armor is considered magical while it has the oil applied to it.

When applied to a weapon, an infused oil causes the weapon to deal +1d4 damage of the type listed in the Infused Oils table. When applied to armor, an infused oil grants the wearer resistance to the same damage type.

PART 2 | EQUIPMENT

Crafting an infused oil requires proficiency in both the Arcana skill and brewer's supplies. When crafting an infused oil, you must have 200 gp worth of a dust of the corresponding gemstone, which is consumed. See Chapter 6 for details rules on crafting infused oils.

Infused Oils
Infusion Cost Gemstone Damage Type
Blessing 400 gp diamond radiant
Corruption 400 gp emerald poison
Decay 400 gp onyx necrotic
Energy 400 gp topaz lightning
Flame 400 gp ruby fire
Frost 400 gp sapphire cold
Psionics 400 gp amethyst psychic
Resilience 400 gp aquamarine force
Spite 400 gp peridot acid
Thunderclap 400 gp alexandrite thunder

Poisons

If you are proficient in the poisoner's kit, you can use the ingredients in the kit to craft the poisons.

Some poisons also require vital ingredients harvested from a dead specimen of a particular creature, indicated in the Poisons table. This delicate harvesting process requires 10 minutes and success on an Intelligence (Nature) check. You must be proficient in the poisoner's kit to make this check, and you add your proficiency bonus if you aren't already proficient in the Nature skill. The DC is 10 + the CR of the harvested creature (minimum DC 11). On a success, you harvest the necessary ingredients for one dose of the poison.

Whether you fail or succeed, the specimen can no longer be harvested, representing the first check having either consumed any necessary ingredients or rendering them unviable.

Types of Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in the following four types.

Contact. You can use an action to smear contact poison onto a surface, which remains potent until touched or washed off. A creature that touches contact poison with bare skin suffers its effects.

Ingested. You can an action to administer this poison to food or drink, to a creature that cannot move, or to a creature from inside it. A creature must swallow an entire dose of ingested poison to suffer its effects.

Inhaled. You can use an action to blow a puff of powder or gas into a 5-foot cube, subjecting creatures in the cube to the poison's effects. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body that absorb chemicals.

Injury. You can use an action to apply an injury poison to a weapon, three pieces of ammunition, a trap component, or an object that deals piercing or slashing damage. It remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Undelivered injury poisons dry after an hour.

Specific Poisons

    Basic Poison. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage.

Aboleth Oil. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute passes, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another spell that cures diseases cast at 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes pass.

Anosmia. A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the Keen Smell trait, it must also succeed on a DC 18 Wisdom saving throw or suffer the effects of the confusion spell until the end of its next turn.

Antithesis. A creature subjected to this slimy mixture of parasites and microscopic entities must succeed on a DC 14 Constitution saving throw. On a failed save, the target is infected with a disease that prevents it from regaining hit points through any method other than a short or long rest. If the target regains hit points any other way, it regains no hit points and instead takes 4 (1d8) poison damage. It can then repeat the saving throw, ending the effect on itself on a success.

Assassin's Blood. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

Bearded Devil Venom. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bloodwine. An undead subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a long rest.

PART 2 | EQUIPMENT

Poisons
Item Cost Type Save DC Creature ingredients
Basic poison 100 gp Injury 10 Con
Aboleth oil 400 gp Contact 14 Con aboleth
Anosmia 400 gp Inhaled 18 Con
Assassin's blood 150 gp Ingested 10 Con
Antithesis 1,300 gp Ingested 14 Con
Bearded devil venom 200 gp Injury 12 Con bearded devil
Bloodwine 250 gp Ingested 18 Con
Bone devil's sting 900 gp Injury 14 Con bone devil
Burnt othur flames 500 gp Inhaled 13 Con
Carrion crawler mucus 200 gp Contact 13 Con carrion crawler
Centipede venom 300 gp Injury 11 Con giant centipede
Chuul paralytic 200 gp Contact 13 Con chuul
Cockatrice saliva 125 gp Injury 11 Con cockatrice
Couatl venom 700 gp Injury 13 Con couatl
Drow poison 200 gp Injury 13 Con
Essence of ether 300 gp Injury 15 Con
Euphoria breath 200 gp Inhaled 11 Wis any faerie dragon
Golden ice 1,500 gp Contact 17 Con
Gorgon breath 300 gp Inhaled 10 Con gorgon
Grell venom 125 gp Injury 11 Con grell
Imp venom 300 gp Injury 11 Con imp or quasit
Lich dust 1,800 gp Inhaled 18 Con demilich or lich
Lockjaw 250 gp Ingested 11 Con
Malice 250 gp Inhaled 15 Con
Midnight tears 1,500 gp Ingested 17 Con
Naga poison 700 gp Injury 13 Con guardian naga
Oil of taggit 400 gp Contact 13 Con
Pale tincture 250 gp Ingested 16 Con
Pit fiend venom 2.400 gp Injury 21 Con pit fiend
Pseudodragon venom 200 gp Injury 11 Con pseudodragon
Purple worm poison 2,000 gp Injury 19 Con purple worm
Serpent venom 200 gp Injury 11 Con giant poisonous snake
Tears of the infernal 2,600 gp Injury 22 Con a fiend of CR 10 or higher and an adult black dragon
Torpor 600 gp Ingested 15 Con
Truth serum 150 gp Ingested 11 Con
Unicorn blood 500 gp Ingested 17 Con unicorn
Vrock spores 900 gp Inhaled 14 Con vrock
Wyvern poison 1,200 gp Injury 15 Con wyvern

PART 2 | EQUIPMENT

Bone Devil's Sting. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Burnt Othur Fumes. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Carrion Crawler Mucus. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Centipede Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Chuul Paralytic. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Couatl Venom. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition.

Drow Poison. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Euphoria Breath. A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or, for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no actions uses all of its movement to move in a random direction.

5–6. The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success.

Golden Ice. An evil creature that comes into contact with golden ice must make a DC 17 Constitution saving throw or take 30 (12d4) cold damage. This damage ignores all resistances and immunities to cold damage. This poison does not affect non-evil creatures.

Gorgon Breath. A creature subjected to this gas must succeed on a DC 13 Constitution saving throw . On a failed


save, the target begins to turn to stone and is restrained. At the end of its next turn, the target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.

Grell Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Imp Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Lich Dust. When a creature inhales the bone dust of a destroyed lich, it takes 10 (3d6) cold damage and must make a DC 18 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lockjaw. A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.

Malice. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the target is blinded.

Midnight Tears. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Naga Venom. A creature subjected to the venom of a spirit naga must succeed on a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Pale Tincture. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Pit Fiend Venom. A creature subjected to this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pseudodragon Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

PART 2 | EQUIPMENT

Purple Worm Poison. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Tears of the Infernal. This incredibly rare poison is made from the blood of a powerful fiend and the spit of an ancient black dragon. A creature subjected to this poison must succeed on a DC 22 Constitution saving throw, taking 31 (7d8) acid and 35 (10d6) fire damage on a failed save, or half as much damage on a success. This poison ignores all resistances and immunities to damage.

Torpor. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. Truth Serum. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Unicorn Blood. A creature subjected to this poison regains 14 (4d4 + 4) hit points and must succeed on a DC 17 Constitution saving throw or be cursed, suffering one of the effects of the bestow curse spell for one week. The DM rolls 1d4 to determine which curse takes hold.

Vrock Spores. A creature subjected to these spores must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Wyvern Poison. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Scrolls

In addition to proficiency in the appropriate tools, scribing a spell scroll requires proficiency in the Arcana skill. You must also know the spell you scribe through the entire creation process of scribing a spell; if you forget or stop preparing the spell midway through the scroll's creation, you cannot complete it until the spell returns to your spell list.

You expend gold pieces to transcribe scrolls, much like the method wizards use to create their spellbooks. Because of this, you need no materials to create a spell scroll beyond a medium, such as paper, parchment, vellum, papyrus, or stone.

Spells cast from a scroll use their own attack bonuses and save DCs, listed on the table below.

Scrolls
Spell Level Rarity Attack Bonus/
Save DC
Cost
Cantrip common +5/13 50 gp
1st common +5/13 100 gp
2nd uncommon +5/13 200 gp
3rd uncommon +7/15 1,000 gp
4th rare +7/15 2,000 gp
5th rare +9/17 10,000 gp
6th very rare +9/17 20,000 gp
7th very rare +10/18 50,000 gp
8th very rare +10/18 75,000 gp
9th legendary +11/19 100,000 gp

PART 2 | CRAFTING

Chapter 6: Crafting

The rules presented in this chapter are for crafting consumables such as bombs and for crafting non-consumables such as magical weapons.

Xanathar's Guide to Everything already has serviceable crafting rules, but they require the player to use downtime. Those rules don't fit all campaigns, as many can't find time for downtime. The rules presented here are intended for those circumstances, with time measured in hours and days instead of weeks, but these rules can be used also be used crafting over longer periods if a player is interested in crafting many consumables at once.

For most items, the rules here expand on the rules presented in Xanathar's. The intention is to present a crafting system which encourages exploration and harvesting materials from monsters. These rules offer a more directed route to crafting particular items.

Basics of Crafting

Crafting Point Values

In this system, all items require a certain number of points. An item is worth a number of points equal to its value in gold pieces divided by 3. If the item's gold price is not divisible by 3, divide it and round its point value up to the nearest whole number (minimum 20 points). When you begin work on an item, it has 0 points, and you finish crafting it when you meet or exceed its point value with a crafting check.

If you have a feature that allows you to create items with reduced time, in this system each crafting check gives double the number of points.

Requirements to Craft

To craft an item, you must have proficiency in the appropriate tool or kit, listed below. Some specific items, such as infused oils and poisons, may also require that you have proficiency in a certain skill or perform another task to gather special ingredients. The list on the next page is not exhaustive and the DM ultimately decides what you can craft. You must also have the recipe for the item you wish to craft. Characters proficient in the appropriate tool already know recipes for some basic consumables, such as potions of healing and bombs, but recipes for more exotic items must be attained through a means determined by the DM.

You must also possess abstracted raw materials worth half the item's listed price before you begin crafting. You must have access to those materials until the item is completed, at which point they are consumed. You cannot use those materials on another item while the first is in progress.

To work on an item, you must meet all the requirements listed above, choose the item, and then work on the item for one hour. That period represents the amount of time your character spends crafting. You can work for multiple crafting periods, but you can't work more than eight hours between any two long rests. If you are interrupted or quit crafting during a crafted period, that hour does not count towards your progress.

The Crafting Check

After you finish working a crafting period (one hour), you make a crafting check equal to the following (minimum of 0):

Crafting Check = 4 + 2d3 + your proficiency bonus +

your Dexterity modifier + your Intelligence modifier

Crafting an item requires careful use of your tools, represented by the Dexterity modifier, and knowledge of the recipe and how to execute it properly, represented by the Intelligence modifier. Your crafting check also only has minor variation, represented by the +2d3, reflecting the fact that gaining proficiency with your tools required many hours of practice and you have learned to have consistent results when crafting.

After making a crafting check, add a +1 bonus if you make the check with advantage, or a –1 penalty if you make the check with disadvantage. The item-in-progress gains a number of points equal to this grand total.

If you don't finish the item within your allotted time, it retains the points you have successfully applied to it, and you can add additional points with further crafting checks until the item is completed.

Finishing Early & Multiple Items

If you exceed the number of points required to make an item, you may not apply the extra points to an additional item. A crafting check encompasses the entire hour you allotted to work. Finishing with an excess of points represents extra time spent to avoid and correct mistakes. Extra points do not increase an item's value or confer any other benefit.

A crafting check represents your work with a single item. You work on one at a time.

Tool-Specific Rules

Some kits can be transported and used as-written in the PHB and XGtE but are too large to craft items while on the move. Those kits are marked with a * on the next page. The DM may also rule that a certain item is too large or unwieldy to craft outside of a dedicated workshop. Similarly, the DM may also rule that a certain item, which usually cannot be crafted while on the move, is small enough to be crafted outside of a dedicated workshop.

Artistic items, such as jewelry, can be sold for 1d4 x 10 percent more than their written price. For example, if an item with a listed price of 200 gp and a material cost of 100 gp is art, it can be sold for 220–280 gp. Items marked with † are art.

PART 2 | CRAFTING

Tools and Corresponding Items
Tool Items
Alchemist's supplies acid (vial), alchemist's fire (flask), antitoxin, bombs, oil (flask), perfume, potions, soap
Brewer's supplies* alcoholic beverages†, infused oils
Calligrapher's supplies calligraphy†, scrolls
Carpenter's tools wooden ammunition and weapons, wooden furniture and structures†
Cartographer's tools maps†
Cobbler's tools shoes†
Cook's utensils food†
Disguise kit costume clothes†
Forgery kit false documents†, scrolls
Glassblower's tools* any glass object†
Herbalism kit herbal mixtures, potions of healing
Jeweler's tools jewelry†
Leatherworker's tools leather armor and weapons
Mason's tools carvings†, statuary†, stone armor and weapons
Painter's supplies eye black, paintings†, war paint
Poisoner's kit poisons
Potter's tools* clay pottery†
Smith's tools* any of the following if made of iron or steel: adventuring gear, armor, shields, weapons
Tinker's tools crossbows, wind-up toys†
Weaver's tools* common clothes, fine clothes†, nets, traveler's clothes, textiles†
Woodcarver's tools carvings†, statuary†, wooden ammunition and weapons

*These tools also require special immobile equipment, such as a forge or loom, to craft items. This equipment can usually be found in a settlement at least as large as a large town or conjured by a spell such as portable furnace.

PART 2 | COMBAT OPTIONS

Chapter 7: Combat Options

As the Dungeon Master, you aren't limited by the rules in the Player's Handbook, the guidelines in this book, or the selection of monsters in the Monster Manual. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and magic items.

The options in this chapter provide alternative ways to handle combat. The main risk of adding some of these rules is slowing down play.

Intentional Failures

Before you roll an ability check or saving throw using an ability score other than Constitution, you can choose to fail instead. You can also choose to allow an attack to hit you.

Action Options

This section provides new action options for combat. They can be added as a group or individually to your game.

Grappling

The options here are presented in the Player's Handbook, except Attacking a Grappling Creature.

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see below). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. You can use the Shove action to move a creature that you have grappled to another space within your reach without breaking the grapple.

Attacking a Grappling Creature. When another creature has grappled you, you can choose to attack the appendage it used to grapple you rather than the creature itself, which can be useful when the grappler is outside your reach). The appendage has the same statistics as its owner, unless the appendage's statistics are listed separately (see roper, Monster Manual page 261). When you attack the appendage


of a grappled creature instead of the creature itself, the damage you deal is halved.

Tossing a Creature

When you are grappling a creature, you can use the Attack action to make a special melee attack to hurl the grappled creature. If you can make multiple attacks with the Attack action, this attack replaces one of them.

To toss another creature, you must make a successful Strength (Athletics) check, with the DC determined by both your size and the size of the other creature, as below. If you succeed, you throw the creature a distance up to 5 x your Strength modifier + 5 in feet. When it lands, the thrown creature takes bludgeoning damage for every 10 feet it traveled while thrown, as if it had taken damage for falling from a height of the same distance. If you throw the creature a shorter distance, it takes falling damage as if you had thrown it the above distance.

The tossed creature lands prone unless it succeeds on a Dexterity (Acrobatics) check with a DC equal to the Strength (Athletics) check used to throw it, or uses a feature or spell (such as the feather fall spell) to land safely.

The larger a creature, the higher the DC to throw it. The DC's below are for a Medium creature attempting to toss another creature.

Toss DC's
Size DC
Tiny 5
Small 11
Medium 17
Size DC
Large 23
Huge 29
Gargantuan 35

The larger you are, the easier it is to throw other creatures. The opposite holds true if you are smaller. The DC's to toss another creature increase by 5 if your size is Small and by 10 if your size is Tiny. They decrease by 5 if your size is Larger, by 10 if your size is Huge, and by 15 if your size is Gargantuan.

No upper limit exists on the size of Gargantuan creatures, so the DM sets the DC to toss a Garguantian creature based on the particular creature's size.

Part 3

Magic Miscellany

PART 3 | FIND FAMILIAR REDESIGN

Chapter 8: Find Familiar Redesign

Why use a familiar?

Find Familiar is one of the most useful wizard spells and available from 1st level (or by Pact of the Chain warlocks at 3rd level). The spell does not count against known or prepared spells, assuming the player always ritual casts it, and the familiar itself is very versatile. There are three main purposes of the familiar:

  • scouting
  • using the Help action in combat
  • delivering touch-range cast by the master

Wizard familiars

Despite the many familiar forms available, there is little choice if the player wishes to optimize the familiar for scouting or combat. In the table below, we rank each of the familiars based on their overall effectiveness, placing each familiar in one tier: S, A, B, C, or F. Unfortuantely, only a few familiars are worth considering outside of roleplay.

Bat (B-tier). The bat is outclassed by the hawk and owl, except that blindsight does not require that the bat be able to see.

Cat (C-tier). The basic C-tier familiar, the cat has extra climb speed which might be useful for delivering touch-range spells, but that's about all it is good at. Keen Smell is far less useful than either Keen Hearing or Keen Sight, the cat has no bonus to Perception or Stealth, and the cat has no special sense such as darkvision or blindsight.

Hawk (A-tier). Although a good scout and excellent at delivering touch-range spells, the hawk offers nothing the owl already offers, except an additional +1 to Perception.

Owl (S-tier). The owl is the superior choice for all scouting and combat options. Flyby alone is enough to make the Owl at least A-tier, but its unparalleled scouting abilities push the owl to the sole wizard familiar of S-tier.

Poisonous Snake (C-tier). The ability of the poisonous snake to inflct extra poison damage is far outweighed by the opportunity cost. The damage applies only after both a successful attack and a failed Constitution save (DC 10). This is an easy save for most monsters past the very early levels, and the DC does not scale.

Spider (C/B-tier). Outclassed by the cat except in the very niche situation of scouting or fighting on or near webs.

Other (F-tier). All other familiars are F-tier. They have either no movement on land or are strict downgrades from the familiars listed above.

Warlock familiars

The find familiar spell is available to warlocks with the Pact of the Chain pact boon only.

These familiars are substantially more powerful than any of the Wizard familiars except the owl. However, the owl is the only familiar that can use the Help action and escape without provoking opportunity attacks.

Imp (S-tier). The imp has several very useful skill checks, the same darkvision as the owl (with added Devil's Sight), and magical resistance which can be shared with the master while within 10 feet. The Imp's Shapechange also lets it polymorph itself at will into a raven, which, along with its at-will Invisibility, makes it arguably a better scout than the owl. (The owl has Keen Hearing and Keen Sight, however, whereas the imp does not.)

All familiars are fragile, and so resistances hardly matter. However, the imp is immune to fire damage, poison damage, and the poisoned condition. This makes the imp slightly more durable against certain enemy NPC's.

Quasit (A-tier). The quasit is outclassed by the imp in all categories yet remains more powerful than any wizard familiar other than the owl.

Pseudodragon (A-tier). For a lower darkvision range, the psuedodragon gets better scouting abilities than the owl—an additional +1 bonus to Stealth, Keen Smell, blindsight 10, and Limited Telepathy. As with the imp, the pseudodragon is also able to offer its master magic resistance.

Sprite (A-tier). The sprite can fly, has at-will Invisibility, and has bonuses to Perception and Stealth (better than both the owl and the pseudodragon). Despite the sprite's lack of darkvision, blindsight, and Devil's Sight, it is still a top-tier scout. The sprite's ability to inflict negative conditions from range is also unique among familiars.

Why redesign?

It is clear that if a player wishes to choose a familiar for any reason other than roleplay, then the only real choice is the owl. Warlocks have a few other choices, with the imp, pseudodragon, and sprite all having powerful, unique specialties.

Players who want both a useful familiar and a familiar that fits their character should be able to have that. Of course, warlocks will still have access to more powerful familiars. The goal of the redesign is not necessarily to make find familiar a more powerful spell, but just to iron out inconsistencies among the options by giving the wizard familiars more similar power and some customization.

The basic functionality of the spell is the same. The familiar cannot take the Attack action and can use its reaction to deliver its master's touch-range spells. The master can also see and hear through the familiar and communicate with it telepathically.

However, the familiar itself now has a standardized statblock, and each familiar has one innate feature that cannot be changed. The character who summons the familiar then chooses some number of additional features to customize their familiar. These additional features modify the familiar's statblock. In this way, all familiars are equally powerful in and out of combat, and so the character is free to choose the familiar they find best for roleplaying.

PART 3 | FIND FAMILIAR REDESIGN

Find Familiar

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous
  • Classes: Pact of the Chain Warlock, Wizard

You gain the service of a familiar, a spirit that takes a form you choose. Appearing in an unoccupied space within range, the familiar has the statistics in the template below. When you cast this spell, you choose the following for your familiar.

Form. Your familiar's form determines its speed, innate trait, and appearance.

Type. Your familiar is celestial, fey, or fiend.

Natural Strike. You choose the damage type and delivery method of your familiar's natural strike, a nonmagical melee weapon attack. The damage type must be bludgeoning, piercing, or slashing. The familiar is proficient with its natural weapon and uses Dexterity for its attack modifier.

Features. You choose up to four features for your familiar. These features modify the familiar's ability scores, skills, senses, traits, or actions. No feature may be chosen more than once, unless otherwise stated. The innate trait of your familiar is a feature your familiar must have but it does not count against the features you choose.

While you have a familiar, you may also take the following actions.

Familiar Senses. You can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Dismiss. You can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits

Summon. While your familiar is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    Pact of the Chain Warlock. You have additional, more powerful options for the features of your familiar. Some of these features require that certain other features are also chosen. The total number of features you may choose is equal to 4 + your proficiency bonus.

Your familiar also has an additional innate trait chosen from the following list: innate spellcasting, invisibility, or magic resistance. This chosen innate trait cannot be changed for any familiar you summon until you finish a long rest. Charges of a given trait (for example, innate spellcasting) are shared among all of your familiars. All expended charges are recovered when you finish a long rest.

Your familiar's proficiency bonus (PB) is equal to your proficiency bonus, instead of +2.


Familiar

Tiny creature (celestial, fey, or fiend), unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed varies

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Senses darkvision 30 ft., passive Perception 10 + familiar's WIS modifier
  • Languages understands any languages you know but can't speak
  • Proficiency Bonus (PB) +2

Familiar. The familiar acts independently of you, always obeys your commands, and cannot use the Attack action.

Spirit Form. Upon reaching 0 hit points, the familiar disappears, leaving behind no physical form.

Telepathic Bond. While within 100 feet of each other, you and the familiar can communicate with each other telepathically.

Actions

Natural Strike. Melee Weapon Attack: familiar's attack modifier (DEX modifier + PB) to hit, reach 5 ft., one target. Hit: 1 damage (type varies).

Reactions

Channel Magic. While within 100 feet of you when you cast a spell with the range of touch, deliver your spell as if the familiar had cast the spell. If the spell requires an attack roll, use your attack modifier for the roll.

PART 3 | FIND FAMILIAR REDESIGN

Customizing Familiar Forms

If you wish to deviate from the combinations in the Forms table, you should discuss the changes with your DM. Familiars are tiny spirits that only appear as the form you choose. So your DM might accept any combination of speed, innate trait, and form for your familiar, but they might also insist that the combination make thematic sense.

For instance, a hare with aerial speed and the Aquatic innate trait may be strange. However, a crocodile with terrestrial speed and the Escape innate trait may be accepted by your DM even though that combination is not in the Forms table.

Customizing Natural Strike

You have the freedom to choose the damage type of natural strike for your familiar. If your familiar takes on a particular animal form, think about how your familiar might deliver an attack with the chosen damage type.

For instance, a bird-like form can deliver bludgeoning damage with its wings, piercing damage with its beak or bite, or slashing damage with its talons.

All forms can always deal bludgeoning damage with a body slam, but you may need to get creative! (This is particularly true if you choose piercing or slashing damage.) How can an ooze deliver slashing damage? Maybe it has a rusty sword lodged inside it, and it can use its body slam or pseudopod to slice a target with the sword.

You can also get creative even if the form has an obvious method of delivery. For instance, an imp can deliver piercing damage with a bite, but also with a sting from its barbed tail.

Forms
Speed Innate Trait Appearance
aerial Hover anvilwrought raptor, bat, crow, faerie dragon, flying snake, gazer, grell, hawk, owl, pseudodragon, raven, stirge
aerial Speech imp, harpy, pixie, sprite
aerial Unusual flameskull, will-o'-wisp
amphibious Semi-Aquatic crab, crocodile, frog, hippocamp, naiad, poisonous snake, seal, walrus
fossorial Escape badger, bulette, hare, young kruthik
terrestrial Amorphous oblex spawn
terrestrial Escape ape, baboon, black bear, cat, constrictor snake, cow, cranium rat, deer, dimetrodon, fox, intellect devourer, lion, lizard, ox, panther, rat, scorpion, vegepygmy, velociraptor, weasel
terrestrial Speech alseid, boggle, cackler, darkling, dryad, nothic, quasit, quickling
terrestrial Spider Climb cave fisher, chitine, ettercap, juvenile mimic, neogi hatchling, piercer, spider, vox seeker
terrestrial Unusual crawling claw, ghoul, skeleton
underwater Aquatic dolphin, fish, knucklehead trout, octopus, plesiosaurus, quipper, reef shark, sea horse
Speed types
Type Speed
aerial 5 ft.,
fly 60 ft.
amphibious 30 ft.,
swim 30 ft.
fossorial 30 ft.,
burrow 30 ft.
terrestrial 40 ft.,
climb 20 ft.
underwater 5 ft.,
swim 60 ft.

Natural Strike
Damage Delivery
bludgeoning Body Slam, Pseudopod, Tail, Tentacles, Tongue Lash, Wing Slap
piercing Beak, Bite, Horn, Pincer, Spines, Sting
slashing Claws, Talons, Tusk, Wing Slice

PART 3 | FIND FAMILIAR REDESIGN

Features
Type Name Description
Trait Amorphous The familiar can move through a space as narrow as 1 inch wide without squeezing.
Trait Aquatic The familiar can breathe only underwater. While out of water, the familiar can hold its breath for 10 minutes, after which it begins to suffocate.
Trait Blood Frenzy The familiar has advantage on melee attack rolls against any creature that doesn't have all its hit points. (This feature does not apply to Channel Magic.)
Trait Blurred Movement Attack rolls against the familiar have disadvantage unless the familiar is incapacitated or restrained.
Trait Keen Hearing The familiar has advantage on Wisdom (Perception) checks that rely on hearing.
Trait Keen Sight The familiar has advantage on Wisdom (Perception) checks that rely on sight.
Trait Keen Smell The familiar has advantage on Wisdom (Perception) checks that rely on smell.
Trait Hover The familiar must be aerial. The familiar gains the ability to hover.
Trait Mental Fortitude The familiar has advantage on saving throws against being charmed or frightened, and magic can't put the familiar to sleep.
Trait Mimicry The familiar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Trait Passby The familiar doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Trait Semi-Aquatic The familiar can breathe air and water.
Trait Speech The familiar is able to speak any language it knows.
Trait Spider Climb The familiar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Trait Standing Leap The familiar must be subterranean or terrestial. The fmailiar may perform a long jump or high jump without a running start as if it did have a running start.
Trait Unusual The familiar has an undead-like nature. It is immune to the charmed and poisoned conditions and does not suffer exhaustion.
Trait Web Adept While in contact with a web, the familiar knows the exact location of any other creature in contact with the same web. The familiar ignores movement restrictions caused by webbing.
Action Escape The familiar can take the Dash, Dodge, or Hide action as a bonus action on each of its turns.
Action Heart Sight The familiar touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Improvement Ability Scores (This feature may be chosen up to two times.) Increase one ability score of your familiar by 2, or increase two ability scores each by 1, or change one ability score to 6.
Improvement Languages The familiar understands three additional languages of your choice.
Improvement Natural Strike When the familiar hits with its natural strike, the target must succeed on a DC 10 Constitution saving throw, or have disadvantage on its next attack roll or ability check until the end of the familiar's next turn.
Improvement Skills The familiar gains proficiency in Perception and Stealth.
Improvement Senses In place of darkvision 30 ft., the familiar has either blindsight 60 ft. or darkvision 120 ft.

PART 3 | FIND FAMILIAR REDESIGN

Features — Pact of the Chain only
Type Name Prerequisite Description
Trait Evasion Blurred Movement If the familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Trait Magic Resistance The familiar has advantage on saving throws against spells and other magical effects. This trait is shared with you if you and the familiar are within 10 feet of each other.
Action Innate Spellcasting The familiar's innate spellcasting ability is Charisma (your spell save DC). It can innately cast a number of spells, requiring no material components:
- 2/long rest each: color spray, minor illusion, mirror image
Action Invisibility The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.
Action Scare (1/day) One creature of the familiar's choice within 20 feet of it must succeed on a Wisdom saving throw (your spell save DC) or be frightened of the familiar for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the familiar is within line of sight, ending the effect on itself on a success.
    If a creature's saving throw is successful or the effect ends for it, the creature is immune to the familiar's Scare for the next 24 hours.
Action Shapechange The familiar polymorphs itself into a form that resembles a badger (subterranean), crab (amphibious), octopus (aquatic), raven (aerial), or spider (terrestrial), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed, and it cannot use any equipment it is wearing or carrying.
Improvement Ability Scores+ Improvement
(Ability Scores)
The familiar's ability scores all increase to 11 if they are less than 11. Then increase any combination of ability scores by 3 points total. In addition, the familiar now has AC 14 and a number of hit dice equal to half your level, rounded up (recalculate its maximum hit points immediately).
Improvement Languages+ Improvement
(Languages)
The familiar can also magically communicate simple ideas, words, emotions, images, and sounds telepathically with any creature within 200 feet of it that can understand a language. The familiar can communicate telepathically with you at any range as long as you are both on the same plane.
Improvement Natural Strike+ Improvement
(Natural Strike)
The familiar deals an additional 5 (2d4) poison damage when it hits with natural strike. Also, when the target fails the Constitution saving throw, the target becomes poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target is unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
     If the familiar can wield a ranged weapon (for example, an imp or sprite), the familiar also can use the action tranquilizing shot, which is identical to its natural strike except it is a ranged weapon attack with a range of 40/160 ft.
Improvement Resistances The familiar resists bludgeoning, piercing and slashing damage from nonmagical weapons. The familiar is also immune to one magical damage type of your choice (except radiant or force) and immune to one of the following conditions of your choice: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned.
Improvement Senses+ Improvement
(Senses)
The familiar has both blindsight 60 ft. and darkvision 120 ft. Magical darkness doesn't impede the familiar's blindsight or darkvision.
    Additionally, if the familiar has any one of the traits Keen Hearing, Keen Sight, or Keen Smell, it has all three.
Improvement Skills+ Improvement
(Skills)
The familiar gains proficiency in the following skills: Deception, Insight, Persuasion, and Stealth. The familiar may apply double its proficiency bonus to Stealth checks.

PART 3 | SPELLS

Chapter 9: Spells

Spell Lists

Cantrips (0 Level)
  • Ghost Writer
  • Produce Shadow
1st Level
  • Angelic Feather
  • Fade
  • Frost Nova
  • Holy Ward
  • Inner Fire
  • Pain Suppression
  • Setup
2nd Level
  • Blessing of Concentration
  • Chimera Bolt
  • Ignite Soul
  • Prayer of Mending
  • Rust Metal
  • Tailwind
3rd Level
  • Divine Hymn
  • Ice Lance
  • Mind Flay
  • Portable Furnace
  • Portable Loom
  • Portable Still
  • Portable Wheel
  • Spear of Celestia
4th Level
  • Bestow
  • Mind Blast
  • Mind Soothe
  • Rallying Cry
5th Level
  • Arcane Mimicry
  • Convoke the Spirits
  • Leap of Faith
  • Shadow Word Death
  • Summon Mind Bender
6th Level
  • Divine Star
  • Ice Block
7th Level
  • Mordenkainen's Saber
  • Portable Workshop
8th Level
9th Level

PART 3 | SPELLS

Spell Descriptions

Angelic Feather

1st-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: S, M (a small feather)
  • Duration: Concentration, up to 1 minute

You conjure two angelic feathers and place each of them at two separate spaces you can see within range. When an ally moves through or over a feather, they immediately gain 20 additional feet of walking speed for the remainder of their turn, and the feather is consumed.

Arcane Mimicry

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: 1 round

You attempt to mimic a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, you successfully formulate the spell in your mind temporarily. If the creature is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you successfully formulate the spell in your mind temporarily.

On your next turn, you may use your bonus action to cast the temporary spell using your spellcasting ability without using a spell slot. If you do not cast the temporary spell on your next turn, it is lost.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is successfully formulated in your mind if its level is less than or equal to the level of the spell slot you used, minus two.

Bestow

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You bless one creature within range, which may then take one action immediately at the end of your turn.

Blessing of Concentration

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You bless a creature you touch. For the duration of the spell, the target automatically succeeds on a Constitution saving throw it makes to maintain its concentration on a spell when it takes damage.

Convoke the Spirits

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a metronome worth 50 gp)
  • Duration: Instantaneous

You cast a number of random spells up to to half of the sum of your spellcasting modifier and the spell slot level used to cast this spell (minimum of three). Roll on the table below this number of times to determine the spells cast. It is possible to roll the same spell multiple times. After determining the spells, you may cast them in any order you choose. You can choose not to cast any number of these spells, but you cannot replace them.

You cast each random spell at its lowest level and as if it were on your class spell list. Cantrips (roll of 1-50) are cast as if you were 1st level. You don't need to have any costly material components for any of the spells. Each spell simply takes effect. However, any target must meet the requirements of the corresponding spell.

At Higher Levels. When you cast this spell using a higher-level spell slot, you may cast additional random spells as described above.

d100 Spell
1-5 thorn whip
6-10 vicious mockery
11-15 acid splash
16-20 frostbite
21-25 mind sliver
26-30 ray of frost
31-35 sacred flame
36-40 chill touch
41-45 eldritch blast
46-50 fire bolt
51-53 guiding bolt
54-56 dissonant whispers
57-59 ice knife
60-62 thunderwave
63-65 chromatic orb
66-68 magic missile
d100 Spell
69-71 chaos bolt
72-74 ray of sickness
75-77 cordon of arrows
78-80 scorching ray
81-82 Tasha's mind whip
83-84 Melf's acid arrow
85-86 shatter
87-88 fireball
89-90 lightning bolt
91-92 erupting earth
93-94 vitriolic sphere
95-96 ice storm
97 tidal wave
98 blight
99 cone of cold
100 destructive wave

Chimera Bolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a mote of magical energy that you hurl at a point you can see within range. The mote splits midair into three separate rays. Each of these rays has a different type: bludgeoning, fire, and force. These rays may hit up to three creatures in a 5-foot radius sphere centered on your chosen point. One target can be hit by multiple rays.

PART 3 | SPELLS

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 damage of the ray's type.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, one of the rays (your choice) does an additional 1d6 damage for each slot level above 3rd.

Divine Hymn

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a small lute)
  • Duration: Concentration, up to 1 minute

Up to six creatures of your choice that you can see within range each regain hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

For the duration of the spell, each creature also regains an additional 2 hit points whenever it regains hit points from any source.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each creature regains an additional 1d8 hit points for each slot level above 3rd.

Divine Star

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (burning incense)
  • Duration: Instantaneous

You create a 5-foot diameter ball of holy energy and hurl it from you in a direction you choose, which passes through all creatures in a line 60 feet long. Each hostile creature in the line must make a Dexterity saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one. Each ally in the line regains 1d8 hit points.

After the divine star has traveled 60 feet or after it comes into contact with a solid barrier, the divine star returns to you, affecting each creature a second time. Each hostile creature must make a second Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage and healing of the first pass are each increased by 1d8 for each slot level above 6th.

Fade

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

For the duration of the spell, the next attack on you is made with disadvantage.

Frost Nova

1st-level evocation


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

You blast one creature you see within range with a flurry of hail. Make a ranged spell attack. On a hit, the target takes 1d4 bludgeoning damage and 1d4 cold damage. On a hit or miss, the target chooses whether to make a Strength or Dexterity saving throw. On a failed save, the target becomes grappled by pillars of frost until the end of your next turn.

If you hit with this spell on a target already grappled in this way, it is considered a critical hit and all pillars of frost affecting the target are shattered.

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

Ghost Writer

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a feather or quill)
  • Duration: 1 hour

You touch a suitable writing surface, and for the duration of this spell anything that you speak aloud is transcribed to that surface in the written script of a language that you know. You determine the language, handwriting style, and color of the script transcribed to this surface.

If the writing surface is one that can be manipulated to be read from further, such as a book with multiple pages, then the text will continue to transcribe to any subsequent pages so long as this spell lasts. These writings are permanent, but can be removed or damaged as simply as those created by any common ink.

Holy Ward

1st-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 8 hours

Choose one condition: charmed or deafened. You place an untargetable healing ward on a creature you see within range. When the creature is next afflicted by the chosen condition or any disease, the condition or disease immediately ends and the ward is consumed. The ward cannot cure an existing disease or condition.

If the chosen condition is included in the effects of another condition, the ward does not prevent the chosen condition and is not consumed. For example, a ward that protects against incapacitated does not prevent this condition if the target becomes incapacitated as a result of being petrified.

The ward lasts for the duration of the spell. You may also dismiss the ward or move the ward to another creature as a bonus action. You may have only one healing ward active at a time. If you cast this spell while you already have a healing ward, the previous healing ward is dismissed.

At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you may choose from an expanded list of conditions. You may choose a condition associated to a slot level not exceeding the slot level used to cast the spell.

PART 3 | SPELLS

Slot level Conditions
2 poisoned, frightened
3 blinded, incapacitated
4 stunned, paralyzed
5 petrified

Ice Block

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you take damage that would reduce you to 0 hp or lower, but not kill you outright
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You encase yourself in ice, gaining immunity to all damage, including the triggering damage. While in the ice, you are restrained and incapacitated. The ice melts at the end of your next turn. If you use this spell again within 8 hours, you gain one level of exhaustion.

Ice Lance

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a piece of ice and a glass shard)
  • Duration: Instantaneous

You create a 5-foot wide icicle and hurl it from you in a direction you choose, which pierces through all targets in a line 100 feet long. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 cold damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage or piercing damage (your choice) increases by 1d6 for each slot level above 3rd.

Ignite Soul

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You ignite the soul of one creature you see within range. The creature must make a Constitution saving throw or take 2d8 fire damage and 1d4 necrotic damage.

At the end of each of its turns, until the spell ends, the creature must make a Constitution saving throw or take another 1d4 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.

Inner Fire

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather and sulfur)
  • Duration: 10 minutes

You touch a willing creature, granting the target a +3 bonus to AC. Each time the target is hit by an attack, this bonus decreases by 1. The spell ends when the bonus reaches 0.

Leap of Faith

5th-level abjuration


  • Casting Time: 1 reaction, triggered by an ally entering a state of possible harm, as described below
  • Range: 60 feet
  • Components: V, S, M (a small feather)
  • Duration: Instantaneous

Choose one ally you can see within range who enters a state of danger. The ally must satisfy one of the following:

  • The ally enters or starts its turn in a region of difficult terrain.
  • The ally is falling and does not have the ability to hover or otherwise prevent falling damage
  • The ally is forced to make a Dexterity saving throw against an area-of-effect spell, environmental effect, or trap (e.g., a fireball spell, falling rocks, or an arrow trap) for which you do not also have to make a saving throw.
  • The ally is the target of a nonmagical projectile or thrown object (e.g., arrow, crossbow bolt, or sling bullet).
  • The ally has triggered an opportunity strike from a hostile creature.
  • The ally has become frightened, incapacitated, paralyzed, prone, or stunned.

You move the target to an unoccupied space within 5 feet of you, with the following additional effects.

  • There is no movement penalty if the target is moved through difficult terrain.
  • A falling target takes no falling damage.
  • If the target was forced to make a Dexterity saving throw, it automatically succeeds and the target takes no damage from the area-of-effect spell, environmental effect, or trap.
  • Any nonmagical projectile or thrown object aimed at the target misses.
  • Any triggered opportunity strike on the target misses.
  • A prone target stands up.

An ally that is grappled, petrified, or restrained cannot be affected by this spell. If such an ally is targeted by this spell, the spell is wasted. An ally targeted by this spell may willingly cause the spell to fail.

Mind Blast

4th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

Choose one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 3d10 psychic damage, or half as much damage on a successful one.

On a failed save, also roll a d12. If the total equals or exceeds the target's Intelligence score, the target is stunned until the start of its next turn.

PART 3 | SPELLS

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Mind Flay

3rd-level divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You assault the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 5d8 psychic damage, or half as much damage on a successful one.

On a failed save, for the duration of the spell, the target's speed is also halved. A creature affected by this spell makes another Intelligence saving throw at the end of each of its turns. On a successful save, the effect ends for it.

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

Mind Soothe

4th-level divination


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

You scatter the thoughts of one creature you can see within range, causing a euphoric, soothing sensation. The target must make a Wisdom saving throw. On a failed save, for the duration of the spell, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during that turn:

  • 1–3: The target takes no action or bonus action and moves 10 feet in a random direction. The target cannot move willingly.
  • 4–5: The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
  • 6: The target spontaneously snaps out of the euphoic daze, ending the effect on itself.

Mordenkainen's Saber

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 7d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat this attack against the same target or a different one.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.

Pain Suppression

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 round

You reduce all damage taken by a creature you touch. Until the start of your next turn, the target can use its reaction to reduce one instance of damage taken by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d6 for each slot level above 1st.

Portable Furnace

3rd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a hammer, worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically animated smithy in range that lasts for the duration. The forge is fully equipped with a hearth which burns with flames that require no fuel, animated bellows that pump air at your command, a grindstone that spins at your verbal command, an anvil, and a full set of smith's tools. It is large enough for one humanoid to work in it at a time, and it emanates dim light and heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.

It is large enough for one humanoid to work on at a time. For the duration, you and any other creature can use the smithy conjured by this spell to make crafting checks, as though it were a normal, stationary forge. When a creature makes a check to craft an item using this smithy, it does so with advantage.

The furnace cannot provide you with the material necessary to create items from scratch, but it does provide scraps of metal, wood, twine, and other components to repair existing ones.

You can dismiss this spell as an action. Casting this spell on the same spot every day for 60 days makes the forge permanent, though any component or tool taken more than 30 feet from the forge magically returns to it.

Portable Loom

3rd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a spool of thread, worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically animated vertical loom in range that lasts for the duration. The loom is equipped with heddles that magically attach to yarn, reed and levers that move automatically at your telepathic command, animated weights that uncoil fabric wrapped around them to provide additional length while maintaining tension, and a shuttle.

PART 3 | SPELLS

It is large enough for one humanoid to work on at a time. For the duration, you and any other creature can use the loom to make crafting checks, as though it were a normal, stationary loom. When a creature makes a check to craft using this loom, it does so with advantage.

The loom cannot provide you with the thread or yarn necessary to create items from scratch, but does provide a rich array of dyes and small fiber spools to add color or patterns to a garment whose thread you supply yourself.

You can dismiss this spell as an action. Casting this spell on the same spot every day for 30 days makes the loom permanent, though any component or tool taken more than 30 feet from the loom magically returns to it.

Portable Still

3rd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a barrel, worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically animated still within range that lasts for the duration. The still is equipped with a boiler that burns with flames that require no fuel, tubing made from unbreakable glass, a tank to mix ingredients, and a barrel to age the finished product. The still is large enough for one humanoid to work in at a time, and it emanates warmth in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.

For the duration, you and any other creature can use the still conjured by this spell to make crafting checks, as though it were a normal still. When a creature makes a check to craft an item using this still, it does so with advantage.

The still cannot provide you with the hops or base to create new or distilled beverages, but it does provide samples of spices and other seasonings to flavor your creations.

You can dismiss this spell as an action. If you dismiss this spell while a finished product is aging in the barrel, it continues to age in an extradimensional space where the barrel and contents can breathe. You can access the contents when you cast this spell again. Casting this spell on the same spot every day for a year makes the still permanent, though any component or tool taken more than 30 feet from the still magically returns to it.

Portable Wheel

3rd-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a jar, worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically animated potter's wheel and small kiln in range that lasts for the duration. The wheel is fully equipped with picks, needles, and other tools to create complex patterns, and rotates at any speed you choose up to 300 rotations per minute. The fires of the kiln require no fuel and never waver or go out, and can fit any Medium or smaller unfired clay object. If any other object or creature is placed into the kiln, the spell ends. The kiln emanates heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate. It is large enough for


one humanoid to work on at a time.

For the duration, you and any other creature can use the wheel conjured by this spell to make crafting checks, as though it were a normal, stationary potter's wheel. When a creature makes a check to craft using this wheel, it does so with advantage.

The wheel cannot provide you with the clay necessary to create pottery from scratch.

You can dismiss this spell as an action. Casting this spell on the same spot every day for 30 days makes the wheel permanent, though any component or tool taken more than 30 feet from the wheel magically returns to it.

Portable Workshop

7th-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a hammer and some iron filings)
  • Duration: 24 hours

You conjure an extradimensional three-story workshop made of stone, wood, or similar suitably sturdy materials. Each level is initially bare and unfurnished.

  • The workshop can be round or square in shape and you choose where its one entrance is located. Each level of the workshop is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. You and any creature you designate when you cast the spell can enter the workshop as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
  • The first level of the workshop is a study with desks, books, bookshelves, parchments, ink, and ink pens.
  • Upon conjuring the workshop, you can choose up to two artisan's tools with which either you or a designated creature is proficient. These tools are available within the workshop and, for each tool chosen, one level of the workshop is changed to a crafting station to suit the needs of the tool's intended use. (For example, if one of the chosen tools is smith's tools, then that level may contain a smithy and a forge.) Each station has enough materials to maintain equipment and to make simple creations. If a creature wishes to create something more time-consuming, they must provide the required materials.
  • Each crafting station reduces the gold cost of crafting items by 50%, provided the crafter is proficient in the associated tools. When a creature makes a check to craft using a crafting station, they do so with advantage.
  • The interior of the workshop is warm and dry, regardless of conditions outside. Furnishings and other objects created by this spell dissipate into smoke if removed from the workshop. At the end of the spell's duration, all creatures and objects within the workshop that were not created by the spell appear safely outside on the ground, and all traces of the workshop and its furnishings disappear.
  • You can cast this spell again while it is active to maintain the workshop's existence for another 24 hours. You can create a permanent workshop by casting this spell in the same location and with the same configuration every day for one year.

PART 3 | SPELLS

Prayer of Mending

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You place an untargetable healing ward on an ally you can see within range. The ward has 2d4 hit points. The next time the target takes damage, the ward transfers 1d2 of its hit points to the target. The ward then jumps to a random ally within 60 feet of it.

The ward lasts for the duration of the spell or until it reaches 0 hit points. You may also dismiss the ward as a bonus action. You may have only one healing ward active at a time. If you cast this spell while you already have a healing ward, the previous healing ward is dismissed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ward has 1d4 additional hit points for each slot level above 2nd.

Produce Shadow

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A mote of shadow appears in your hand. The shadow remains there for the duration and harms neither you nor your equipment. Points within 10 feet of the shadow cannot be illuminated brighter than dim light by any nonmagical source of light. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the shadow, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the shadow at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 cold damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rallying Cry

4th-level enchantment


  • Casting Time: 1 bonus action
  • Range: Self (60-foot radius)
  • Components: V, S, M (any simple or martial weapon)
  • Duration: Concentration, up to 10 minutes

You raise the weapon used in the spell's casting and shout out a call for courage in the face of danger. Choose one creature that you can see within 300 feet that has not frightened you in the last 24 hours. Until the spell ends, the target cannot frighten creatures of your choice within range.

A creature must be able to see or hear you in order to benefit from this spell.

Rust Metal

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a nonmagical ferrous metal object you can see within range. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the spell.

If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can destroy an additional contiguous 1-foot cube of material, and the penalty applied to metal armor, shields, and weapons increases by 1 for every two slot levels above 2nd.

Setup

1st-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 8 hours

You name a game of your choice, and an appropriate gaming set of your choice appears in a 5-foot square within range. This spell also conjures any useful extra components, such as a cup for rolling dice, a flat board to place a pile of cards, or sheets of writing material and writing utensils. The spell animates the components it conjures to automatically shuffle any deck, deal any hand required, and otherwise act as an impartial arbitrator of the game rules. You can dismiss this spell as an action.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can choose one creature for chance to favor during games played with this spell. The target is not guaranteed to win, but has advantage on checks to do so.

Shadow Word Death

5th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous

You point to one creature that you can see within range and telepathically whisper a word of dark binding. The target must make an Intelligence saving throw, taking 2d12 necrotic damage on a failed save, or half as much damage on a successful one. If the target has 20% or less of its maximum hit points when this spell is cast, the damage taken is doubled.

If the target has more than 0 hit points after taking damage from this spell, you take the same damage as the target in recoil. This recoil damage cannot be reduced in any way. If the target is reduced to 0 hit points, you may use a bonus action on this turn to cast this spell again on another creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

PART 3 | SPELLS

Spear of Celestia

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a wooden stake and some thread)
  • Duration: Instantaneous

You conjure an ethereal spear with two manacles at an unoccupied space you can see within range. Each manacle binds to one creature of your choice within 10 feet of the spear. A single creature may be bound by up to two manacles, and a creature bound by at least one manacle is considered shackled. The spear lasts until any of the following conditions is met:

  • all manacles attached to it are broken
  • dispel magic is successfully cast on it
  • you cast this spell again

The ground within 10 feet of the spear is considered difficult terrain for any creature shackled to it. A creature bound by two manacles is also restrained. A shackled creature may break one manacle on a successful Strength saving throw against your spell save DC. This saving throw may be done as a reaction when the creature first becomes shackled or as an action on its turn.

When a shackled creature moves or is moved to a point more than 10 feet from the spear, all manacles on that creature break and that creature makes a Constitution saving throw against your spell save DC. On a failed save, the creature is forcefully pulled to the nearest unoccupied space within 5 feet of the spear, causing the creature to take 2d6 bludgenong damage and become stunned until the start of its next turn. The spear then disappears.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spear has one additional manacle for each slot level above 3rd.

Summon Mind Bender

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (the brain of a beast or humanoid, preserved in an ornate jar worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a mind-bending spirit. It manifests in an illithid form in an unoccupied space that you can see within range. This corporeal form uses the mind bender stat block. When you cast the spell, choose a type: Hyponotic, Somniferous, or Terrifying. The creature resembles an illithid creature of your choice of the chosen type, which determines the condition to which it is immune and which is inflicted by its psychic screech. 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.


Mind Bender

Medium aberration, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 5th
  • Speed 30 ft.

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

  • Damage Resistances psychic
  • Condition Immunities charmed (Hypnotic Only), frightened (Terrifying only), unconscious (Somniferous only)
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Deep Speech, understands the languages you speak; telepathy 30 ft.

Feed on Emotion. The spirit has advantage on attack rolls against charmed, frightened, or unconscious creatures.

Actions

Multiattack. The mind bender makes a number of attacks equal to half of this spell's level (rounded down).

Mind Skewer. Ranged Spell Attack: your spell attack modifier to hit, range 90 ft., one target. Hit: 2d6 + 3 + the spell's level psychic damage.

Psychic Screech (1/Day). The spirit launches a mental assault on one creature within 150 feet of it. A creature that has an Intelligence score of 4 or lower is unaffected. The spirit does not have to see the target but must know its location.
    The target must make an Intelligence saving throw against your spell save DC or be charmed by the spirit (Hypnotic Only), frightened by the spirit (Terrifying only), or knocked unconscious (Somniferous only) for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tailwind

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: 1 hour

While this spell is active, you can use a bonus action on each of your turns to push favorable winds behind a creature of your choice within range, increasing its walking and flying speed (if it has one) by 10 feet until the end of its next turn.

In addition, the travel paces of you and all other creatures within range are doubled for the duration.

PART 3 | MAGIC ITEMS

Chapter 10: Magic Items

Elemental Gem, Aquamarine

wondrous item, minor tier, uncommon


This gem contains a mote of elemental energy. When you use an action to break the gem, a ice elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Elemental Tracking Stone

wondrous item, common


While the stone is within 300 feet of any elemental creature, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Otherwise the stone appears as a normal stone. The stone doesn't pinpoint the creature's exact location.

Handier Haversack & Strongbox

wondrous item, rare (requires attunement)


The haversack and strongbox are the perfect organizers for an adventurer on the go. They are usually sold together in a set by adventuring guilds.

Haversack. This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. While not wearing the haversack, retrieving an item from the haversack requires you to use an action. While wearing the haversack, you can retrieve an item from a side pouch using your free object interaction on a turn. Whether or not you are wearing the haversack, when you reach into it for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifcact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Strongbox. This strongbox is a wooden chest, weighing 500 pounds, and enchanted with a permanent arcane lock spell. You can open the strongbox normally. You can also set a password that, when spoken within 5 feet of it, suppresses this spell for 1 minute. Otherwise, the strongbox can't be opened until it is broken or the spell is suppressed. Casting


dispel magic or knock on the strongbox suppresses the arcane lock for 10 minutes. While affected by this spell, the strongbox is more difficult to break or force open; the DC to break it or pick any locks on it is increased by 10.

In addition to the haversack's central pouch and side pouches, the haversack also has a front pouch with a 2-inch diameter opening, which can be opened only if the strongbox is closed, on the same plane of existence as the haversack, and under the effect of its permanent arcane lock spell. Otherwise the front pouch can't be opened. When opened, any item placed into the front pouch is magically transported into the strongbox and can be retrieved again only from the strongbox itself. If this item would overload the strongbox, the item is not transported but instead deposited in a random location within 5 miles of the strongbox.

The interior space of the strongbox is 3 feet by 2 feet by 2 feet, enough to hold 25,000 coins placed randomly, or 40,000 coins neatly stacked.

Upgrading the Haversack. At the DM's discretion, some master artisans may be able to upgrade the carrying capacity of the haversack. This can be done either by adding an additional small pouch with a capacity 20 pounds and volume of 2 cubic feet, or by expanding the central pouch's capacity by 80 pounds and its volume by 8 cubic feet. Adding a side pouch adds 1 pound to the weight of the haversack itself, and expanding the central pouch adds 3 pounds.

Nothic Eye of Insight

Wondrous item, uncommon (requires attunment by a creature with a Wisdom score of 3 or higher)


A character who attunes to this item is faced with one of their own deepest secrets. The character gains a form of indefinite madness (see the Indefinite Madness table in the Dungeon Master's Guide). The DM determines the result secretly, then conveys this information only to the character's player. The madness does not end until the character is no longer attuned to this item.

While the madness lasts, as an action, while looking through the eye, you may target one creature you can see within 30 feet. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win, you magically learn one fact or secret about the target. The target automatically wins if it is immune to being charmed.

The target does not know you used the eye on it. Once you have used the eye, it can't be used again until the next day.

Potion of Petrification

potion, major tier, uncommon


This potion has a pleasant perfume but a chalky texture and rancid taste. A willing imbiber suffers the effects of the flesh to stone spell. If the imbiber is unwilling, the potion is consumed but has no effect.

PART 3 | MAGIC ITEMS

Severed Medusa Head

wondrous item, rare, 11 lb.


A severed medusa head is no longer capable of inflicting petrifying gaze. While the severed head is on your person, you may exploit the common ignorance surrounding medusa lore. You gain advantage on Charisma (Intimidation) checks that rely on using the head.

Tattered Spellbook

uncommon, 3 lb.


The previous owner of this spellbook is unknown. Some pages have been damaged or ripped out, and only a few spells that remain are still legible. Roll as indicated on the table below to determine the number of spells in the spellbook. If a 0 or negative number is rolled, the spellbook does not contain any spells of that spell level. The DM decides which spells the spellbook contains. All of the spells must be wizard spells.

Spell Level Number of Spells
1st 1d6
2nd 1d4
3rd 1d2
4th 1d2-1
Spell Level Number of Spells
5th 1d3-2
6th 1d4-3
7th 1d6-5
8th 1d8-7

Unstable Egg Incubator

wondrous item, rare, 15 lb.


This incubator was designed by the mad gnome artificer Eleazar Forgebolt, a well-known breeder of exotic creatures.

The incubator appears as a 1-foot metal cube with a small red button on one of its sides. Pressing the button opens or closes the incubator. The interior space is considerably larger, and the incubator may open wide enough to contain one fertilized egg not exceeding 400 pounds and whose dimensions do not exceed 5 feet on any side. The incubator weighs 15 pounds, regardless of its contents. An egg stored inside is constantly kept at the ideal temperature for it to hatch.

If an egg is in the incubator, as an action, you may press and hold the button for 1 minute to attempt to age the creature inside and quicken it to hatch. This process cannot be canceled and lasts for 24 hours, during which the incubator cannot be opened. After these 24 hours, when you next retrieve the egg, roll a d20. If the number is less than the CR of the adult version of the creature inside, the expedited hatching fails and there is a 33 percent chance for the unstable energy to backfire and cause a mishap. Roll a d6 to determine the mishap.

Otherwise the creature inside matures and the egg immediately hatches. The DM can determine whether the creature imprints on the first other creature it sees or senses.

d6    Mishap
1 The egg and its contents crumble into dust.
2 The creature hatches and immediately dies.
3 The creature hatches as its adult version; the DM determines whether it is hostile.
4 The creature hatches as a monster not exceeding the CR of the adult version of the creature; the DM determines the monster and whether it is hostile.
5 The egg appears unaffected, but the incubation period for the egg is extended by 1d4 months.
6 The egg appears unaffected, but the creature is dead and has no corpse. The egg contains 8d8 pounds of edible rations. These rations spoil after 1 week.

Wand of Shackling

wand, major tier, rare (requires attunement by a spellcaster)


This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the spear of Celestia spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Part 4

Creatures

PART 4 | NEW CREATURES

Chapter 11: New Creatures

Military Units

PART 4 | NEW CREATURES


Battalion of Knights

Gargantuan horde of large creatures, unaligned


  • Armor Class 18 (plate)
  • Hit Points 312 (25d20 + 50)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Skills Athletics +12, Intimidation +7, Persuasion +7
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 14 (11,500 XP)

Horde. The battalion can occupy another creature's space and vice versa, and the battalion can move through any opening large enough for a Large beast. Additionally, the battalion is immune to any spell or effect that would alter its form.

Plate Armor. When the battalion takes nonmagical piercing or slashing damage, the damage it takes is reduced by 5.

Reactive. The battalion can take one reaction on every turn in combat.

Stampede. When the battalion moves through the space of a Huge or smaller creature, it can force the creature to make a DC 18 Strength saving throw. On a failed save, the creature is knocked prone.

Trampling Charge. If the battalion moves at least 20 feet straight toward a creature and hits it with a cavalry charge attack on the same turn, the attack deals an extra 1d6 damage. The target must succeed on a DC 18 Strength saving throw or be knoced prone. If the target is prone, the battalion can make a hooves attack against it as a bonus action.

Actions

Multiattack. The battalion makes four cavalry charge attacks, or two cavalry charge attacks if it has half its hit points or fewer.

Cavalry Charge. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) piercing damage. If the attack roll exceeds the target's AC by 5 or more or is a critcal hit, the next attack made by the battalion against the target this turn gains a +5 bonus to hit.

Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage.


Cannon Crew

Huge horde of medium humanoids, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 67 (5d20 + 15)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Con +6
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Damage Resistances poison, psychic
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge 5 (1,800 XP)

Siege Engine. If the cannon crew dies, it leaves behind a cannon with half its hit points that another crew of humanoids can operate.

Siege Monster. The cannon crew deals double damage to objects and structures.

Actions

Multiattack. The cannon crew makes two melee attacks, or one attack if it has half its hit points or fewer.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 3) piercing damage.

Fire Cannonball (Recharge 4–6, or 6 if the cannon crew has half its points or fewer). Ranged Weapon Attack: +8 to hit, range 300/1700 ft., one target. Hit: 44 (8d8 + 8) bludgeoning damage.

PART 4 | NEW CREATURES

Elementals


Ice Elemental

Large elemental, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 5 (1,800 XP)

Heat Susceptibility.. For every 5 feet the elemental moves in lava or extreme heat, it takes 1 fire damage.

Ice Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) cold damage and becomes covered in frost; until someone takes an action to remove the frost, the creature takes 5 (1d10) cold damage at the start of each of its turns.

Refrigerate. Any creature within 10 feet of the elemental is exposed to extreme cold.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) cold damage. If the target is a creature, it is covered in frost. Until a creature takes an action to remove the frost, the target takes 5 (1d10) cold damage at the start of each of its turns.

Some Secrets Are Better Left Alone

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

For use with the fifth edition
Player's Handbook, Monster Manual, and Dungeon Master's Guide