The World From Tomorrow

by Stuffies12

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The World

From Tomorrow

Preface

The World From Tomorrow (WFT) is a themed compendium for Dungeons and Dragons 5th edition based around the current and future world. This compendium is made by /u/Stuffies_12, and its latest version can be found on my GM Binder.

The aim of this compendium isn't to introduce new mechanics for a modern setting campaign. Rather, this homebrew aims to provide players and DMs content with a strong modern flavour, and that can be easily inserted into sessions without the need of having to learn anything new that can act as a barrier to entry. Both D21st Century and Technomancer's Textbook are excellent examples of modern D&D with additional rulesets.

A special thanks to exoduspie, Inkayaku, Juan Bot, x_grimsky, and Sniffledrop for their constant feedback and support.

Contents

Front & Back Cover

A soaring city by Yuta Shimpo (front cover) and Cyberdrive Awakener by Zezhou Chen (back cover).
The World From Tomorrow v2.5 (Sep 2022)
The World From Tomorrow v2.1 (Dec 2021)

Disclaimer

The World From Tomorrow is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Characters & images used in this Fan Content are the property of their respective owners.


This compendium is written in British English.

Chapter 1

Races

This collection introduces two new lineage options, one new race, and two new subraces that you can use in your campaign, alongside the races presented in the Player's Handbook and other official sourcebooks. These new races are:

Cyborg. Humanoids who have had their body parts replaced with mechanical augmentations.

Startouched. Humanoids who wear the starry sky of Wildspace on their skin.

Evolved Beast. Animals that has been genetically modified by an unknown entity, bestowing them with sentience.

Storm Genasi. A genasi variant that brings with it the power of the storms.

Void Aasimar. An aasimar variant that spends most of its life residing in Wildspace, observing the Material Plane.

Creating Your Character

At 1st level, you choose the race of your character from one of the official D&D sources or from a race in this collection. If you select a race from this collection, follow these additional rules during character creation.

Ability Score Increase

When determining your character's ability scores, unless stated otherwise, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. You can't raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character's creature type is. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.

Lineage

In the World From Tomorrow, two new lineage options are available at character creation: the Cyborg and Startouched.

When you pick a lineage, you might have once been a member of another race, but you aren’t any longer. A character might choose this lineage during character creation. Or, events might unfold during your ad­ventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if you're amenable to such a development and how such stories unfold.

When choosing this lineage, follow these additional rules during character creation.

Ability Score Increase

If you are replacing your current race with a lineage, re­place any Ability Score Increase you previously had with the rules stated earlier under Ability Score Increase.

Languages

If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.

Cyborg

"No one likes a grumpy halfling. They're viewed as hot-headed and aggressive. Apparently we have to maintain an ‘image’ of being happy all the time. Imagine having to modify your own body just so you'll be taken seriously. Well, I guess you don't have to. I'm right here."

— Milo Goldleaf, Cyborg

Cyborgs are Humanoids that have replaced the majority of their body parts with mechanical augmentations, to the point where they barely resemble their original race. The reasons for adopting mechanical parts are numerous, and the attitudes of each race toward this practice are all different. Some races still consider their cyborg kin a part of their own, while others completely reject this claim despite one’s ancestral origins. Whatever others may think, such augmentations are permanent and unable to be reversed.

Mechanical Augmentations

The mechanical parts of a cyborg don’t simply act as prosthetic replacements, but enhance the biological function that it replaces. These augmentations are always made with a mix of magic, alchemy, and new cutting edge technology. They are also irreversible short of a wish spell, and even such a spell doesn’t guarantee the reversion of the cyborg’s mechanical changes - so entwined are the mechanical parts with regulating the body’s other biological functions that the spell can simply fail.

CHAPTER 1 | RACES

These augmentations come in many forms and can make cyborgs faster, more durable, or more intelligent than their previous racial counterparts. Because of the versatility of the enhancements, no two cyborgs look alike. A cyborg that chooses to enhance their physical abilities will look markedly different than one that seeks to enhance, say, their learning capability.

Cyborg Origins

Cyborgs have varied reasons for replacing their own body parts. Some may have done so as part of a life saving medical procedure, one where a normal prosthetic limb couldn’t help. Many well-known adventurers and explorers, where travelling the dangerous and unknown is their whole livelihood, adopt to augment their bodies as a pragmatic choice. Still, others are forced against their will. Totalitarian nations and regimes will create super soldiers to keep control over the populace. The Cyborg Origins table gives suggestions for the reasons your character has for turning into this lineage.

Cyborg Origins
d10
Origin
1 Most of my body was blown off during a bloody war, and with no powerful mages to heal me, using mechanical augmentations was the only choice I had to live.
2 I lost an arm adventuring in the depths of the Underdark and want to make sure I'm never caught out again.
3 A biological brain is slow, unreliable, and will wear from age. If I want to reach the pinnacle of knowledge mastery, I need something better.
4 I was a black ops agent in my birth nation. The classified missions I undertook required superhuman abilities. Augmentations were a prerequisite in my team.
5 My race was not blessed with long life. Every waking moment I dreaded the day I would eventually die with unfulfilled ambitions while others continued living in their prime, simply because of their birth.
6 After a close encounter with a psionic being, I wanted to possess that power for myself.
7 Why should I spend my time risking my life to create a reputation when I can already turn myself into the perfect adventurer?
8 I joined the army to protect my family from further forced conscription. Little did I know what they actually had in store for me…
9 Turning my own body into a machine will allow me to better protect those that matter most to me, even if they may resent me for it later.
10 I’ve always wanted to fight a storm giant bare-handed.
CHAPTER 1 | RACES

Cyborg Traits

Your cyborg character has the following traits. You are also able to choose some of your traits; consider how your choice reflects the backstory of your character.

Creature Type. You are a Humanoid.

Age. A cyborg’s lifespan is only limited by how well their parts are maintained. Like most adventurers in the D&D multiverse, their lifespan is typically about a century, given its inherent occupational hazards.

Alignment. A cyborg’s alignment is dependent on who they were before. Most times, an individual’s alignment will tend to their extremes after augmentation. However, it’s possible to have the cyborg’s alignment completely change from what they were previously.

Speed. Your walking speed is 30 feet.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Ancestral Legacy. If you replace a race with a cyborg, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose a cyborg at character creation, you gain proficiency in two skills of your choice.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Machine Repair. If the mending spell is cast on you, you can expend and roll a Hit Die. You regain a number of hit points equal to the number rolled plus your Constitution modifier. Once you regain hit points in this way, you can’t do so again until you finish a long rest.

Mechanical Enhancement. Your body has been altered with advanced augmentations. You choose one augmentation now and a second augmentation at 5th level.

At 1st level, choose one of the following options:


  • Constructed Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Once you reach 3rd level, you can cast the catapult spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).
  • Metal Claws. You can use your built-in claws to make an unarmed strike as a bonus action. If you hit with your claws, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Processing Unit. Your cerebral enhancements allow you to apply knowledge more effectively. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. Once you use this trait, you can't use it again until you finish a short or long rest.

At 5th level, you install new augmentations into your body or enhance existing ones. Choose one of the options you didn't take at 1st level, or one of the following options:


  • Armoured Plating. You gain a +1 bonus to Armour Class.
  • Artificial Resilience. You’ve used your mechanical augmentations to rid yourself of biological imperfections, represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 6 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Enhanced Speed. Your walking speed is 35 feet.

Startouched

"My grandparents were terrestrials, ordinary humans when they moved here, so I’m a little relieved that I was touched. Not that I have anything against others in the city who aren’t like me. It’s just that, changing into this, these stars on me, it’s an unwritten rite of passage here. It shows that you really do belong here among the stars. I’ll be forever grateful to be able to show it."

— Exilus Cosma, Startouched

Startouched are Humanoids that have had their bodies changed by the latent magical energies of Wildspace. However, it is said that the first startouched was artificially made by a god to establish a thriving society in the otherwise airless void of Wildspace. From here, the magical precedent continued as the environment naturally transformed others who came to live in society’s first space colony. Today, most startouched reside in Wildspace or the Astral Sea, though a rare few make their home on terrestrial planets.

Mark of the Stars

Changed by the winds of Wildspace, a creature is able to transform into a startouched. This can happen naturally over years or decades of living in this environment. Though a sudden concentrated burst of magical energy or an intense planar storm can also affect this change. A startouched is easily identifiable by the glittering stars that adorn its body, as if Wildspace itself was painted onto its body like a canvas. This effect seamlessly extends to any clothes and items they may be carrying, covering them like a starry cloak.

Such a phenomenon was the subject of many a tale recounted by spelljamming crews in the early days of Wildspace exploration. Aside from this physical effect, a startouched’s biology also changes, granting them a hardy resistance to the harsh environment, allowing them to live without breathing and even temporarily alter their form into something resembling the formless void of Wildspace itself.

CHAPTER 1 | RACES

Startouched Origins

Almost all startouched can trace their origins back to Wildspace in the Astral Plane. The unique magical energy that permeates the environment, one that lacks air and is yet teeming with life, transforms creatures that repeatedly expose themselves to its potent magic. Settlements in Wildspace will often have startouched communities, and spelljamming ships may sport one or two startouched crew. However, on more conventional planetary bodies in more conventional earthbound settlements, their sightings are rare and often revered and feared in equal measure. The Startouched Origins table gives suggestions for the reasons your character has for turning into this lineage.

Startouched Origins
d6
Origin
1 I’ve lived my whole life on a Wildspace settlement. My being a startouched was a foregone conclusion.
2 While sailing through Wildspace, a perilous psychic storm hit our spelljammer ship. My crew and I barely survived, and I found myself having been turned into a startouched.
3 I was part of a religious pilgrimage that sought to travel to the Astral Sea to see the body of the god I worshipped. During the journey, my body was suddenly cloaked in stars and as a result, the head priest ordained me as a holy figure.
4 I live on a terrestrial planet but made frequent trips to Wildspace to transform myself into this magnificent being.
5 As a child, I made a wish upon a shooting star and the next thing I knew, I found my clothes and skin draped with the glittery night sky.
6 I was held captive by Wildspace pirates for weeks. Just when I was about to lose all hope, the whims of fate transformed me into a startouched, allowing me to escape.

Startouched Traits

Your startouched character has the following traits.

Creature Type. You are a Humanoid.

Age. A startouched’s lifespan doesn’t differ from their previous race’s life expectancy. However, like most adventurers in the D&D multiverse, their lifespan is typically about a century, given its inherent occupational hazards.

Alignment. Many startouched see the stars that cover their body as a blessing by the gods that reside in the Astral Plane. As such, most startouched are good aligned. However, neutral or evil aligned startouched aren’t uncommon either.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Speed. Your walking speed is 30 feet.

Ancestral Legacy. If you replace a race with a startouched, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose a startouched at character creation, you gain proficiency in two skills of your choice.

Astral Resistance. You have resistance to force damage and psychic damage.

Constellation Show. You know the dancing lights cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Darkvision. 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.

Nebulous Form. As a bonus action, you can take on a nebulous form that lasts for 1 minute, until you die, or until you end it early as a bonus action. While you are in this form, you gain a flying speed of 10 feet, during which you can hover. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object (this damage can’t be reduced in any way). Additionally, when you cast the dancing lights cantrip, you don’t require concentration.

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

Unusual Nature. You don’t require air.

Evolved Beasts

"It really depends, see. I know some of my friends would hate being petted. Makes it harder for others to see us as actual, thinking, sentient folk. Also depends on which one of us you're talking about, right? You can't lump all the elves in one basket. Same with us. Do I look like a ceteterra to you?"

— The Longest Snout, Evolved Beast, Canine

Evolved beasts are a collection of self-aware, sentient animals. They are easily spotted by their Humanoid limbs that look as if they were stuck on haphazardly onto its otherwise bestial body. The origin of this race is highly disputed and remains a mystery to this day; not even evolved beasts know how they came to be. One theory posits that as their Humanoid aspects look manufactured, the race is believed to have been artificially created by a group of powerful spellcasters. However, this is simply conjecture at best.

Struggling For Acceptance

Unlike other Humanoid races that sport animalistic features, an evolved beast is the opposite: that is, an animal that sports some Humanoid features. As such, many still treat this race, reflexively or otherwise, as one would an ordinary animal. Evolved beasts are usually talked down to or treated as someone lesser. Given their mysterious origins and the initial lack of acceptance as a race by other Humanoids, many ended up shaping their identity through their own animal likeness. This, however, only perpetuated the stereotype of evolved beasts as only animals that can talk.

Evolved beasts are composed of many different types of animals. All of them can talk, are intelligent, and possess Humanoid limbs of some kind. There are three common types:


  • Avions are a group of evolved beasts that encompass birds that can fly. Avions are unable to use their arms to their full potential, owing to the mismatched biology.
  • Canines are evolved beasts that come from dogs. The treatment canines receive is a double-edged sword. While a friendly dog’s reputation means they are more accepted among civil communities, it also makes it hard for others to treat a canine as an actual person.
  • Cetaterra are evolved beasts that come from dolphins and porpoises. As aquatic evolved beasts, they are able to transform their limbs into humanoid arms and legs on land.

Subtle Changes

While an evolved beast’s limbs are what this race is most known for, they possess nuanced differences from their bestial counterparts. For one, they are just as intelligent as any other race. While evolved beasts can converse with other animals, many describe the experience as if talking to someone with severely reduced mental faculties. Another notable difference is that evolved beasts share similar life spans to other Humanoid races, rather than their animal counterparts, though they still mature at the same rate. This extended lifespan allows evolved beasts to be in their prime for much longer before suddenly experiencing rapid ageing in the latter years of their natural life.

Evolved Beast Names

An evolved beast’s name is usually derived from a pronounced bestial feature or from something in their environment that they have taken a liking to. This naming practice stems from the race’s early attempts in searching for their identity.

In more recent times, evolved beasts that live amongst other Humanoids will choose to adopt native naming conventions in order to better fit in.


Evolved Beast Names: Purple Starfish, Whitest of Teeth, Ashen Feather, Colourful Crest, Sharpened Blade of Grass

CHAPTER 1 | RACES

Evolved Beast Traits

As an evolved beast, you have the following racial traits.

Creature Type. You are a Beast.

Ability Score Increase. You increase one of your ability scores by 2, or you increase two different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Age. Evolved beasts have much longer lifespans than their bestial counterparts. They reach maturity at the same rate as their bestial counterparts but live for around 80 years.

Alignment. Evolved beasts tend to be good or neutral aligned. Many evolved beasts are more often than not chaotic, owing to their desire to differentiate themselves from their normal animal counterparts.

Animal Senses. You have proficiency in the Perception skill.

Beast Tongue. You are always under the effects of the speak with animals spell and can fully comprehend other evolved beasts and Beast creatures, though communication with a Beast is still limited by its own intelligence.

Darkvision. 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 colour in darkness, only shades of grey.

Avion

An avion has the following traits.

Size. Avions can be anywhere between 2 to 4 feet tall, possess a wingspan of up to 7 feet depending on its animal species, and weigh between 10 and 40 pounds. Your size is Small.

Speed. Your walking speed is 10 feet.

Flight. Because of your wings, you have a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armour.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Polymorphic Hands. You have two arm appendages tucked underneath your wings. These limbs allow you to interact with objects like other Humanoid races. Due to the limbs’ unnatural anatomy, you must use two hands when wielding a weapon or shield. You also cannot wield a weapon with the heavy property, and you don't gain any benefits posed by wielding a weapon with two hands.

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

Canine

A canine has the following traits.

Size. Canines are considered Small, being anywhere from 2 to 5 feet long and between 30 to 150 pounds depending on its species.

Speed. Your walking speed is 40 feet.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that rely on hearing or
smell.

Pack Tactics. You have advantage on an attack
roll against a creature if at least one of your allies
is within 5 feet of the creature and the ally isn't
incapacitated.

Polymorphic Hands. You have two arm appendages located on the sides of your chest, sprouting in front of your forelegs. These hands allow you to interact with objects like other Humanoid races. Due to the limbs’ unnatural anatomy, you must use two hands when wielding a weapon or shield. You also cannot wield a weapon with the heavy property, and you don't gain any benefits posed by wielding a weapon with two hands.

Cetaterra

A cetaterra has the following traits.

Size. Cetaterra range between 5 to 8 feet and weigh anywhere between 150 and 350 pounds. Your size is Medium.

Speed. Your walking speed is 30 feet.

Hold Breath. You can hold your breath for 20 minutes.

Polymorphic Limbs. You have limbs that automatically transform depending on whether you are on land or underwater. On land, you have arms that allow you to interact with objects like other Humanoid races, and legs that allow you to walk. In the water, these limbs transform into fins and a tail respectively, and you gain a swim speed of 50 feet, but lose your walking speed. You can also change one or both sets of limbs as a bonus action.

Sonar. As an action, you can let out high pitched sound waves to find creatures and passageways. You know the location of any hidden or invisible creatures within 30 feet of you unless they are behind total cover. You also know the location of any traps or secret doors. You can’t use this trait if you are deafened.

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

CHAPTER 1 | RACES

Storm Genasi

"What's the point in having all this power if I can't use it freely? No one has the power to control a thunderstorm. So just try and stop me."

— Arashi "Thundermace" Windrivver, Storm Genasi

The storm genasi is a unique subrace of genasi descended from the djinn, a powerful genie from the Elemental Plane of Air. Unlike their close cousins, the air genasi, who try to control their sudden emotional outbursts, a storm genasi embraces its chaotic and tumultuous nature.

A storm genasi is always surrounded by crackling bursts of blue or yellow lightning, which can sometimes bounce off toward someone close if one isn't careful. More exotic storm genasi have translucent skin, showing off the veins underneath which seem to glow like circuits. A storm genasi's voice has a crackling quality which causes their voice to distort into static when angry or excited.

Unfettered Disposition

A storm genasi revels in the powers it has received from its birthright. Much like their genie parents, they value their own personal freedoms and will look to protect it no matter the effect this would have on others. It’s therefore rare to see one as part of an adventuring group, as any form of hierarchy is seen as a restriction to said freedom.

Transparent Emotions

To a storm genasi, nothing about oneself should be hidden away. To do so would be denying one's own true identity and such blatant self-deception isn’t received well by a race that values freedom of expression. As such, a storm genasi wears its feelings on its sleeve, showing no restraint in how it feels in that very moment. This effect is physically magnified with tiny bursts of lightning that spark from its body whenever it experiences such extreme emotions.

Storm Genasi Traits

A storm genasi has the following traits.

Creature Type. You are a Humanoid

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your walking speed is 30 feet.

Lightning Resistance. You have resistance to lightning damage.

Tumultuous Proximity. You know the lightning lure cantrip. Starting at 3rd level, you can cast the thunderwave spell with this trait. Starting at 5th level, you can cast the warding wind spell with this trait. Once you cast thunderwave or warding wind with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

CHAPTER 1 | RACES

Void Aasimar

"Do not take my stillness for passivity, for the will of the divine is beyond your mortal comprehension. I have been up here ever since I was told to observe and will continue to do so until my death or am ordered otherwise."

— Sally Umbron, Void Aasimar

At birth, an aasimar is given an angelic guide from the gods atop Mount Celestia to help steer them on the path of good. These guides usually communicate through dreams or visions. However, on rare occasions, some guides will show visions that cause the aasimar to retreat to the emptiness of Wildspace, turning them into silent observers instead of a beacon of good that strives to help others. This prolonged time in Wildspace transforms the aasimar's blessed appearance, draining them of colour and turning them into a void aasimar.

Aloof Observers

An aasimar always starts out with an angelic envoy to help them in their pursuit of good. Such angels guide an aasimar through dreams and visions to instruct them of their divine duty. Sometimes, these visions will direct an aasimar to silently observe the Material Plane rather than try to actively help others. Though such an act need not require ascension into Wildspace, all void aasimar do, stating that the silence in this part of the Astral Plane makes it easier for them to watch and contemplate. It isn’t uncommon for void aasimar to watch the Material Plane for their entire lives. The resulting conclusion causes them to become detached from the very people they are meant to aid.

Emptiness Personified

Very rarely does a void aasimar return to the surface of the Material Plane once perched on their empty mast. When one does, they stick out like a sore thumb. Very rarely will a void aasimar speak, and having spent years without contact from others, they no longer remember how to empathise with other people.

A void aasimar’s manner and appearance will seem otherworldly. Indeed, the few weeks and months after returning to the Material Plane, a void aasimar may feel overwhelmed by the numerous physical stimuli that surrounds it. Many choose to return to the empty domain of Wildspace. Few, however, undergo a sort of mental recalibration as they slowly get used to being around others again.

Void Aasimar Traits

A void aasimar has the following traits.

Creature Type. You are a Humanoid

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment. Drawn to observation due to their dreams, many void aasimar are neutral aligned.

Size. Aasimar have the same range of height and weight as humans.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options from the aasimar race in Mordenkainen Presents: Monsters of the Multiverse, or from the following option below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:


  • Unending Void. Your eyes and skin turn deep black and absorb all light. Until the transformation ends, your body acts as if it is the source of a darkness spell. You can see through the darkness created by this trait. If this area overlaps with an area of light created by a spell of 3rd-level or higher, the darkness is dispelled.
CHAPTER 1 | RACES

Chapter 2

Class Options

This chapter provides new class options to use in your campaigns, including new subclasses and optional class features. These additional options are designed to work with the rules provided in the Player's Handbook, Dungeon Master's Guide, and Tasha's Cauldron of Everything.

Consult your Dungeon Master to see if homebrew content is allowed in their campaign, and if the choices in this collection are thematically relevant to campaign's setting.

If you are a Dungeon Master, you can choose which options from this chapter your players can use in your campaign. You can also modify or even replace certain features listed here if you believe a feature isn't balanced or isn't thematically relevant. If there is any ambiguity regarding a subclass feature, the Dungeon Master has the foremost say on how it would be addressed.

The Class Options table lists the subclasses and optional class features included in this collection. The following pages in this chapter will illustrate each of them in more detail.

Class Options
Class Subclasses Additional Class Features
Artificer Nanoassembler
Powerline
Programmer
Artificer Infusions
Barbarian Path of the Machine
Path of Ire
Optional Barbarian Features
Bard College of Satire
College of Skepticism
College of Song
Cleric Message Domain
Transportation Domain
Optional Cleric Features
Channel Divinity
Druid Circle of Extremes
Circle of Mutation
Fighter Commander
Ghost Operative
Fighting Styles
Monk Way of Gun Fu
Way of the Thousand Weapons
Paladin Oath of Conspiracy
Oath of Stewardship
Optional Paladin Features
Channel Divinity
Fighting Styles
Ranger Stargazer
Urbanite
Optional Ranger Features
Fighting Styles
Rogue Anonymous
Influencer
Sorcerer Metallic Soul
Orbital Space
Warlock Artificial Intelligence
Capitalist
Pact Boons
Eldritch Invocations
Wizard Fission
Surveillance
CHAPTER 2 | CLASS OPTIONS

Artificer

The artificer receives new features and subclasses in this section.

Artificer Specialists

At 3rd level, an artificer can choose a specialisation, which offers you the choice of a subclass. This collection offers the following options to choose from: Nanoassembler, Powerline, and Programmer.

Nanoassembler

The Nanoassembler specialises in making tiny magic contraptions to aid them and their allies. These tiny contraptions, each about the size of a fly, move in sync to create a swarm. While their small size makes them fragile, it also allows them to go undetected during fights. A Nanoassembler’s swarm is extremely versatile, able to affect both creatures and weapons alike.

Tool Proficiency

3rd-level Nanoassembler feature


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

Nanoassembler Spells

3rd-level Nanoassembler feature


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

Nanoassembler Spells
Artificer Level Spell
3rd faerie fire, fog cloud
5th mirror image, web
9th major image, stinking cloud
13th hallucinatory terrain, greater invisibility
17th cloudkill, insect plague

Nanoswarm

3rd-level Nanoassembler feature


Your tinkering habits have made you an expert in making tiny contraptions, resulting in the creation of a nanoswarm. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the nanoswarm stat block, which uses your proficiency bonus (PB) in several places.

In combat, the nanoswarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the nanoswarm can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 1d6 hit points. The nanoswarm remains until it is reduced to 0 hit points or until you die. When you no longer have a nanoswarm, you can use an action and expend a spell slot of 1st-level or higher to make a new one, using your smith’s tools as the spellcasting focus, where it appears in your space.

At the end of a long rest, you can create a new nanoswarm if you have your smith's tools with you. If you already have a nanoswarm from this feature, the first one immediately perishes.


Nanoswarm

Medium Swarm of Tiny Constructs, Unaligned


  • Armor Class 18 (natural armour)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the nanoswarm has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 7 (-2)

  • Saving Throws Dex +4 plus PB
  • Skills Stealth +4 plus PB
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge —      Proficiency Bonus equals your bonus

Constructed Swarm. The nanoswarm can occupy another creature's space and vice versa, and can move through a space as narrow as 1 inch wide without squeezing.

Evasion. If the nanoswarm 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. It can't use this trait if it's incapacitated.

Actions

Swarm Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target you can see in the swarm’s space. Hit 1d4 + PB force damage

CHAPTER 2 | CLASS OPTIONS

Swarming Assimilation

5th-level Nanoassembler feature


Your nanoswarm’s miniature size lets it affect things from the inside. You can command your nanoswarm to assimilate a creature or object when it is in the target’s space. An unwilling creature must succeed on a Constitution saving throw against your spell save DC or be assimilated. As part of the same command, and as a bonus action on each of your turns, your nanoswarm can do one of the following:

Healing Factor. Your nanoswarm continuously regulates a body’s vital functions. The assimilated creature regains 1d4 hit points.

Biological Decay. Your nanoswarm attacks the body from the inside. When you command your nanoswarm to make a Swarm Attack, the attack always hits the target. Additionally, when the creature makes an attack roll, you can use your reaction to give disadvantage on the roll. This also uses your nanoswarm’s reaction.

Item Improvement. Your nanoswarm assimilates with a willing creature’s suit of armour, shield, or simple or martial weapon. When it does, the object gains a +1 bonus to its AC or its attack and damage rolls, respectively.

While your nanoswarm assimilates with a creature or object, it can't use its traits, becomes invisible, shares the target’s space, and moves with the target. It also gains resistance to all damage except thunder and force damage. An attacker that makes an attack roll against an assimilated target also makes an attack against the nanoswarm at the same time. If your nanoswarm is hit, the attacker uses the same damage roll for the assimilated target and the nanoswarm. Your nanoswarm is still affected by area spell effects as normal. You can command your nanoswarm to stop assimilating a target (no action required).

An unwilling creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends, your nanoswarm is no longer invisible, and it appears in the creature’s space. If the target your nanoswarm is assimilating is destroyed, it appears in the target’s space and is no longer invisible. If your nanoswarm dies while assimilating a target, it disappears.

Versatile Swarm

9th-level Nanoassembler feature


You’ve made improvements to the functionality of your nanoswarm, making it more versatile and potent in combat, gaining the following effects:

  • Your nanoswarm can deliver an artificer spell you cast that has a range of touch to a creature or object it is assimilating, which also uses its reaction. When you cast in this way, you must be within 60 feet of the assimilated target.
  • When a creature you can see uses an assimilated weapon to make an attack, you can use your reaction to give advantage on the attack. This also uses your nanoswarm’s reaction.
  • When your nanoswarm hits an assimilated creature with a Swarm Attack, you can force the creature to succeed on a Constitution saving throw against your spell save DC or have it be blinded or deafened (your choice) until the start of your next turn.

Tiny Mastery

15th-level Nanoassembler feature


You are a master at creating tiny contraptions and gain the following benefits:

  • Your nanoswarm gains a +2 bonus to Armour Class.
  • Your nanoswarm’s Healing Factor is now 1d6. Also, as part of this ability, you can end one effect causing an assimilated creature to be blinded, charmed, deafened, frightened, or poisoned.
  • When your nanoswarm makes a Swarm Attack while assimilated with a creature, the damage increases to 2d4. Additionally, when an assimilated creature you can see makes a saving throw, you can use your reaction to have the creature roll with disadvantage. This also uses your nanoswarm’s reaction.
  • If a creature is wearing an assimilated armour or wielding an assimilated shield, attack rolls against it are made with disadvantage, as long as the creature is proficient in the armour or shield.

In addition, when your nanoswarm is damaged by an attack or spell and isn’t assimilated, it can use its reaction to disperse, taking 0 damage and ending any harmful effects and conditions. It then reforms at a point within 30 feet of you that you can see. Once your nanoswarm uses this ability, it can’t be used again until it reaches 0 hit points or until you make a new nanoswarm.

It's Your Nanoswarm!

A nanoswarm is a product of precise craftsmanship and clever use of magic; the very definition of being greater than the sum of its parts. When using your artificer spells, think of creative ways you can use your nanoswarm to flavour the casting. For example, when you cast mirror image, you can describe the swarm obscuring your form so you’re harder to hit.

CHAPTER 2 | CLASS OPTIONS

Powerline

The Powerline artificer specialises in harnessing the powers of electricity. This artificer can create bolts of lightning that can leap from person to person and even travel on electric currents.

Tools of the Trade

3rd-level Powerline feature


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

Powerline Spells

3rd-level Powerline feature


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

Powerline Spells
Artificer Level Spell
3rd thunderwave, witch bolt
5th blindness/deafness, hold person
9th lightning bolt, thunder step
13th storm sphere, summon elemental (air only)
17th destructive wave, hold monster

Lightning Rod

3rd-level Powerline feature


You harness the power of electricity through a special magic item called a lightning rod. As an action, you can use smith's tools to transform an ordinary staff into a lightning rod. While you're holding this item, you gain the following benefits.

  • You gain resistance to lightning damage.
  • When you make a weapon attack with the staff, you can use your Intelligence modifier, instead of your Strength modifier, for the attack and damage rolls. The staff also deals 1d6 lightning damage on a hit, or 1d8 lightning damage if held in two hands.
  • When you cast an artificer spell with a range of self or touch using your lightning rod as the spellcasting focus, you can sheath the target in static sparks. While the spell lasts, a creature that hits the target with an attack roll takes lightning damage equal to your proficiency bonus.
  • You learn the lightning lure cantrip, which doesn't count against the number of artificer cantrips you know. When you cast this cantrip using your lightning rod as the spellcasting focus, the range of the spell is a 30-foot radius centred on yourself.

You can only have one lightning rod at a time. If you use an action to make a new lightning rod while one already exists, the previous lightning rod sparks into ash.

Static Charge

5th-level Powerline feature


You lay down latent electrical energy around you. While you’re holding your lightning rod, you and creatures of your choice within 10 feet of you deal an extra 1d4 lightning damage when hitting a target with an attack. A creature can deal this extra damage once on each of its turns. At 11th level in this class, the extra damage becomes a 1d6.

Additionally, when you cast lightning lure and hit a creature, you can choose another creature that you can see within 15 feet of the first creature. You deal lightning damage to the second creature, rolling one less damage die (for example, at 5th level, you deal 2d8 lightning damage to the first creature and 1d8 lightning damage to the second creature).

Amped Voltage

9th-level Powerline feature


The energy efficiency of your lightning rod has increased, giving you the following benefits while holding it:

  • When you deal lightning damage, any 1 you roll on a damage die is a 2.
  • When you cast the lighting lure cantrip, you can make a weapon attack using your lighting rod as a bonus action
  • Once on each of your turns, when you damage a creature with an attack or spell that deals lightning or thunder damage, you can choose one target of the attack or spell to make a Constitution saving throw against your spell save DC. On a failed save, the target is incapacitated until the start of your next turn. The creature has a speed of 0 while incapacitated in this way.
  • When you cast a spell that deals lightning damage, you can ride on the bolt of lightning, teleporting yourself to an unoccupied space within 30 feet of one of the spell's targets.

Lightning Arc

15th-level Powerline feature


You use your lightning rod to spew deadly bolts of electricity. While using your lightning rod as a spellcasting focus, you can cast the chain lighting spell, without expending a spell slot or material components, and you can’t do so again until you finish a long rest.

You also gain the following benefits while holding your lightning rod:

  • You gain immunity to lightning damage.
  • When you are hit by an attack or spell that deals lightning damage, you can use your reaction to regain a number of hit points equal to your artificer level. Once you use this ability, you can’t do so again until you finish a long rest.
  • When a creature you can see hits you with an attack, you can use your reaction to cause an arc of electricity to travel to the creature. It must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.
CHAPTER 2 | CLASS OPTIONS

Programmer

The Programmer is an artificer specialises in transcribing and changing the attributes of spells and objects using an esoteric arcane language that is known to some, and practiced by fewer. Using this language, it can make existing spells work in completely different ways and alter the way a weapon interacts when being used.

Tools of the Trade

3rd-level Programmer feature


You gain proficiency with calligrapher’s supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Programmer Spells

3rd-level Programmer feature


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

Programmer Spells
Artificer Level Spell
3rd illusory script, silent image
5th locate object, nystul's magic aura
9th major image, tongues
13th compulsion, polymorph
17th modify memory, synaptic static

Programming Attributes

3rd-level Programmer feature


You’re able to modify the variables of an effect’s underlying property. Once before the end of your next long rest, you can magically create a special magic item called a Programmer’s Parchment. You spend 1 minute for each parchment you create, using your calligrapher’s supplies on a blank sheet of paper. You can create a number of these parchments equal to twice your proficiency bonus, and you can use them in the following ways:

  • As an action, you can place a parchment onto a willing creature's simple or martial weapon, and change the damage type of the weapon to another, which lasts until the end of your next long rest or until you place another parchment on the weapon.
  • You can use a Programmer’s Parchment as an additional material component for an artificer spell that you cast. When you do, you can change the damage type of a spell to another, or change the ability score a spell uses for its saving throw (your choice).
  • You can use an action and expend a number of Programmer’s Parchments to pick a spell from your spell list you haven’t prepared, and prepare it. The number of parchments you expend equals the spell’s level, and you switch the newly prepared spell with a current one.

After you use a Programmer’s Parchment, it disappears. When you finish a long rest, you lose any unused parchments.

Looping Statement

5th-level Programmer feature


Through your studies of this esoteric arcane language, you’re able to precisely repeat events. Immediately after you take an action on your turn, you can use a bonus action to repeat the action you have taken. You expend the resources needed for the action (such as ammunition, parchments, or spell slots). If you don’t have enough resources to repeat that action, it fails and the bonus action is wasted.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend four Programmer’s Parchments to use it again.

Efficient Compiler

9th-level Programmer feature


Your logic statements for your Programmer’s Parchments have improved, gaining the following benefits:

  • You can expend two parchments when you cast an artificer spell to change both its damage type and the ability score used for the saving throw.
  • You can use a bonus action to switch a prepared spell.

In addition, when you reach 11th level in this class, you can use your Spell-Storing Item on an additional object. When you do, you expend a number of Programmer’s Parchments equal to 1 + the level of the spell stored in the object. If you use your Spell-Storing Item when you have two objects affected, the spell stored using Programmer's Parchments is removed, and then the new spell is stored.

Open Source

15th-level Programmer feature


The esoteric arcane language used in your parchments can now be understood by anyone. You gain the following benefits:

  • You can use an action to give a creature four Programmer’s Parchments. Immediately after the creature takes an action, it can use a bonus action to repeat the action. It must expend any resources needed for the action, and it also expends the parchments. If the creature doesn’t have enough resources to repeat that action, it fails and the bonus action and parchments are wasted.
  • You write down a program that can replicate a spell. Choose a spell of 4th-level or lower from any class list, expending a number of parchments equal to 1 + the spell’s level. You can use those parchments to cast the spell, which counts as an artificer spell for you. You spend 10 minutes writing with your calligrapher’s supplies for each level of the spell as you inscribe the spell onto the parchments. You can’t use this spell as part of your Spell-Storing Item feature.

Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. This section includes additional infusions that can be added into your current campaign. You can refer to the rules for infusing items in the Infuse Items feature for the artificer class in Tasha's Cauldron of Everything.

Adrenaline Suit


  • Prerequisites: 10th-level artificer
  • Item: A Suit of Armour (Requires Attunement)

A creature gains a +1 bonus to Armour Class while wearing this armour.

When the wearer drops to 0 hit points and is not killed outright, it can use its reaction to drop to 1 hit point instead. As part of the same reaction, the wearer can make one weapon attack or take the Dash action. The armour regains the use of this feature when the wearer finishes a long rest.

Boots of False Crowds


  • Item: A Pair of Boots

While wearing these boots, the wearer can use a bonus action to click the boots’ heels together, making its steps sound as if a large crowd is moving at its location. The sound produced by the boots matches with the current speed of the wearer, and this sound also interacts with its environment. For example, if the wearer is running across a wet surface, the boots will create the sound of a large crowd running accompanied by splashing water. However, the boots can’t replicate vibrations or other tactile sensations that would normally result from an actual crowd of people. The wearer can use a bonus action to end this effect.

Boots of the Wind


  • Prerequisites: 6th-level artificer
  • Item: A Pair of Boots (Requires Attunement)

These boots have 3 charges. While wearing these boots, the wearer’s walking speed increases by 5 feet. The wearer can also expend 1 charge to use the Dash action as a bonus action. The boots regain 1d3 expended charges daily at dawn.

Defibrillator


Item: A Pair of Gloves or Gauntlets


The wearer of these gloves can use an action to cast the spare the dying cantrip. Once this property is used, it can’t be used again until the next dawn.

Deflector Ring


  • Prerequisites: 14th-level artificer
  • Item: A Ring (Requires Attunement)

If the wearer is hit by an attack roll and can see the attacker, the wearer can use its reaction to deflect the attack to another creature it can see within 5 feet of it that isn’t the attacker. If the attack roll would hit the chosen creature, then it takes the damage from the attack. This property can't be used again until the next dawn.

CHAPTER 2 | CLASS OPTIONS

Deployable Cover


  • Item: A 10-foot pole

A creature holding this item can use an action to place the pole on a solid surface and deploy a solid metal wall which is 20 feet wide, 10 feet high, and 1 foot thick. The wall is opaque, has an AC of 10 + your proficiency bonus, and a number of hit points equal to four times your artificer level. The creature that deployed the wall can retract it as an action. When the wall is reduced to 0 hit points, it retracts and can’t be used again until the mending spell is cast on it or a creature proficient in smith’s tools spends 1 minute using the tools to repair it.

At 6th level in this class, when a creature deploys the cover, it can choose one side of the wall to be transparent. A creature on that side of the wall can see through the wall.

Electric Net


  • Item: A net

This net is a magic item that has AC 10 + your proficiency bonus and a number of hit points equal to your artificer level.

A creature can use a bonus action to attach this net onto a bow weapon. The next time a creature makes a ranged attack with that weapon, the net shoots out along with the ammunition. On a hit, the target is restrained by the net and at the end of each of its turns, takes 1d4 lightning damage for 1 minute. The target can use its action to make a Strength check against your spell save DC to free itself. Reducing the net’s hit points to 0 ends the effect and renders it useless. While at 0 points, the net can’t be used until the mending spell is cast on it or a creature proficient in smith’s tools spends 1 minute using the tools to repair it.

Elemental Arcane Focus


  • Item: A Rod, Staff, or Wand (Requires Attunement)

This item has 4 charges. When a creature casts a spell that deals acid, cold, fire, lightning, or thunder damage using this magic item as the spellcasting focus, it can expend 1 charge to change the damage type to one of the other listed types. The item regains 1d4 expended charges daily at dawn.

Energy Shield


  • Prerequisites: 10th-level artificer
  • Item: A Shield (Requires Attunement)

A creature gains a +1 bonus to Armour Class while wielding this shield.

When the wielder takes acid, cold, fire, lightning, or thunder damage, it can use its reaction to reduce the damage taken by 1d10 + your proficiency bonus.

Explosive Weapon


  • Prerequisites: 10th-level artificer
  • Item: A Simple or Martial Weapon with the range or thrown
  • property (Requires Attunement)

Once on each of the wielder’s turns, when it fires ammunition from the weapon (if it has the range property) or throws the weapon (if it has the thrown property), the wielder can have the target and each creature within 5 feet of the target make a Dexterity saving throw against your spell save DC, regardless of whether the attack hits or misses. On a failed save, the creature takes 1d6 fire damage.

The fire damage increases to 2d6 when you reach 14th level in this class.

Floating Cape


  • Item: A Cloak or Robes (Requires Attunement)

This magic item has 4 charges. When the wearer is knocked prone, it can use its reaction and expend 1 charge to immediately get up from prone. As part of the same reaction, the wearer can give itself a flying speed of 10 feet until the start of its next turn and move up to this distance without provoking opportunity attacks. The item regains 1d4 expended charges daily at dawn.

Goggles of Clarity


  • Item: A Pair of Goggles or Glasses

While wearing these goggles, the wearer can see through lightly obscured areas, such as dim light, patchy fog, or moderate foliage, as if the area isn’t obscured.

Goggles of Light


  • Item: A Pair of Goggles or Glasses

This item has 4 charges. While wearing them, the wearer can use a bonus action and expend 1 charge to emit bright light in a 15-foot cone from the goggles for 1 hour. The wearer can end the light early as a bonus action. The goggles regain 1d4 expended charges daily at dawn.

At 10th level in this class, the bright light dispels magical darkness.

Helm of Willpower


  • Item: A Helmet (Requires Attunement)

This helmet has 4 charges. When the wearer makes a saving throw against being charmed or frightened, the wearer can use its reaction to expend 1 charge and make the roll with advantage. The helmet regains 1d4 charges daily at dawn.

CHAPTER 2 | CLASS OPTIONS

Lightning Gauntlets


  • Item: A Pair of Gloves or Gauntlets (Requires Attunement)

When the wearer makes an unarmed strike, it deals lightning damage equal to 1d8 + the wearer's Strength modifier on a hit.

At 10th level in this class, when the wearer hits a creature with the gauntlets, the lightning can arc toward a second creature that the wearer can see within 5 feet of the first. The second creature takes lightning damage equal to your proficiency bonus.

Med Bay


  • Item: A bedroll (Requires Attunement)

This magic item has 3 charges. When a creature takes a short rest in this bedroll and spends its Hit Dice, it can expend 1 charge and use the maximum number instead of rolling. A creature can also expend 1 charge to remove a disease or one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. The item regains 1d3 charges daily at dawn.

At 10th level in this class, the item has 6 charges and regains 1d6 charges daily at dawn.

Mesh Layer


  • Item: A Suit of Armour or a Shield

This item has 6 charges. As a bonus action, the wearer (armour) or wielder (shield) can use a bonus action and expend 1 charge to give itself a number of temporary hit points equal to 1d4 + your proficiency bonus. If the armour is doffed or the shield isn’t wielded, the temporary hit points are lost. The item regains 1d6 expended charges daily at dawn.

Mind Stimulant


  • Prerequisites: 6th-level artificer
  • Item: A Helmet (Requires Attunement)

This helmet has 4 charges. Whenever the wearer makes an ability check using Intelligence or Wisdom, it can expend 1 charge to roll a d4, adding the number rolled to the ability check. The helmet regains 1d4 charges daily at dawn.

Penetrating Weapon


  • Item: A Simple or Martial Weapon with the range or thrown
  • property

This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder makes a ranged attack with the weapon, it ignores half and three-quarters cover.

Protective Arcane Focus


  • Prerequisites: 14th-level artificer
  • Item: A Rod, Staff, or Wand (Requires Attunement)

While holding this item, a creature gains a +1 bonus to AC and saving throws.

When a creature holding this item makes a saving throw against a spell or harmful effect, it can use its reaction to make the saving throw with advantage. If the creature succeeds on the roll and the spell or effect deals half damage on a successful save, it instead deals no damage. Once this property is used, it can’t be used again until the next dawn.

Seeking Weapon


  • Prerequisites: 10th-level artificer
  • Item: A Simple or Martial Weapon (Requires Attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder makes an attack roll with this weapon and misses, the wielder can use a bonus action to reroll the attack roll against a different target within the weapon’s reach if it’s a melee attack, or a different target within 30 feet of the first target if it’s a ranged attack.

Sentry Suit


  • Item: A Suit of Armour (Requires Attunement)

This armour alters the wearer’s biological functions so as to not require sleep. To gain the benefits of a long rest, the wearer can spend all 8 hours doing light activity, such as keeping watch.

Shoulder Mounted Weapon


  • Prerequisites: 10th-level artificer
  • Item: A Simple or Martial Weapon with the ammunition
  • property (Requires Attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. As an action, a creature can mount the weapon onto its shoulder. It can also detach the weapon as an action, and the weapon can’t be removed against the creature’s will.

While the weapon is attached in this way, the weapon reloads itself automatically if it has the loading property and if the creature has enough ammunition for the weapon. The creature can also use a bonus action to make a ranged attack from it.

Stabilising Armour


  • Prerequisites: 6th-level artificer
  • Item: A Suit of Armour (Requires Attunement)

This armour has 3 charges. As a bonus action, the wearer can expend 1 charge to regain a number of hit points equal to
1d4 + your Intelligence modifier. The armour regains 1d3 expended charges daily at dawn.

Throwing Gauntlets


  • Item: A Pair of Gloves or Gauntlets

When the wearer of these gloves makes a ranged attack with a weapon that has the thrown property, the weapon’s normal and long range is doubled.

Vanishing Armour


  • Item: A Suit of Armour

While this armour is worn by a creature, the armour creates an illusion that makes it appear as if the wearer doesn't have the armour donned.

Warblade


  • Prerequisites: 14th-level artificer
  • Item: Any Sword (Requires Attunement)

This magic sword grants a +1 bonus to attack and damage rolls made with it. The wielder of this magic sword gains the following benefits:

  • The wielder scores a critical hit on a 19 or 20 with this sword.
  • The wielder can use a bonus action to make one melee weapon attack.
  • The sword can't be removed against the wielder’s will.
  • When the wielder makes a damage roll for this sword, it can treat any 1 on the damage die as a 2.
CHAPTER 2 | CLASS OPTIONS

Barbarian

The barbarian receives new features and subclasses in this section.

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. This collection introduces the Path of the Machine and Path of Ire as options to choose from.

Path of the Machine

The source of a machine's rage is artificial, manufactured and enhanced by arcane or advanced technology. Barbarians in this path are tailor made to be the ideal super soldier for the battlefield, usually at the sacrifice of their own humanity. It is precisely this singlemindedness which makes the Path of the Machine a frightening sight to behold in combat.

Steel Fury

3rd-level Path of the Machine feature


Your metallic stature makes you more imposing. While raging, you gain a bonus to your Strength checks and damage rolls equal to your Constitution modifier (minimum of +1).

Barreling Metal

3rd-level Path of the Machine feature


Your mechanical rage turns you into a walking tank. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.

Singular Directive

6th-level Path of the Machine feature


Your rage is cold and unfeeling. You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Adaptive Armour

10th-level Path of the Machine feature


Your natural armour can be configured to better suit the environment you are in. At the end of a short or long rest, you can choose to change any of the resistances you gain while raging to another damage type. The resistances return to bludgeoning, piercing, and slashing at the end of a long rest.

Backup Systems

14th-level Path of the Machine feature


The technology integrated inside you allows you to keep fighting past your limit. While you’re raging and are brought down to 0 hit points, you can use your reaction to restore a number of hit points equal to half your hit point maximum if you aren’t killed outright. When you do so, you stop raging and can no longer rage until you finish a short or long rest.

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

Path of Ire

Barbarians that follows the Path of Ire are set off at the tiniest bit of verbal aggression. Those that follow this path allow one’s emotions to go unchecked, using any and all perceived slights as an excuse to enter a rage and violently assert its own opinions at the expense of everyone else. One should, however, not see this spontaneity as a weakness that can be easily manipulated. On the contrary, the rage of this barbarian can be so convincing and feverish that it can whip up other people around it into a similar frenzy.

Hounding Persistence

3rd-level Path of Ire feature


You don’t allow anyone to get away from you. While you’re raging, you can use the Dash action as a bonus action.

Insistent Verbiage

3rd-level Path of Ire feature


You are able to assert your own view over others. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Enrapturing Fanaticism

6th-level Path of Ire feature


The energy from your rage is infectious and can whip others into a frenzy. While you’re raging, when a creature of your choice within 10 feet of you hits a target with a melee weapon attack, it can deal bonus damage equal to the bonus on your Rage Damage table.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Aggressive Goading

10th-level Path of Ire feature


Your anger is able to easily get a rise out of others. As an action, each creature of your choice that you can see within 30 feet of you that can also hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated, you die, or if the creature is more than 30 feet away from you.

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

Feverish Call

14th-level Path of Ire feature


Your anger is a wave that affects everyone around you. While you’re raging and you take the Attack action on your turn, you can replace one of the attacks to issue a roaring command. You choose a number of creatures within 60 feet of you that can hear you up to your Charisma modifier (minimum of one creature). The creature can use its reaction to make one weapon attack with advantage.

Additional
Barbarian Options

This section offers additional features you can gain as a barbarian when you reach certain levels in this class.

Persistent Application

3rd-level barbarian feature


When you make an ability check that you’re proficient in, you can use your reaction and expend a use of your rage to roll the d20 an additional time and add your Rage Damage bonus to the number rolled. You must use the new number.

Once you reach 20th level in this class, you can use this reaction an unlimited number of times.

Fuming Takedown

9th-level barbarian feature


While you’re raging and are brought down to 0 hit points, you can use your reaction to make one melee weapon attack against a creature within range. If the creature is the attacker that brought you down to 0 hit points, you roll an additional damage die on a hit.

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

CHAPTER 2 | CLASS OPTIONS

Bard

The bard class receives new subclasses in this section.

Bard Colleges

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Satire, College of Skepticism, and College of Song.

College of Satire

Bards of the College of Satire are quick-witted, critical thinkers that always challenge the status quo. They do so by exaggerating particular aspects in their stories to the point of absurdity, in order to show the ludicrousness of such ways of thinking. Their unique brand of critique is especially powerful thanks to their humorous performances which appeal to the common folk. Many people who once held lofty powers of position have seen their downfall at the hands of these cunning bards.

Satirical Form

3rd-level College of Satire feature


Your performances rely on exaggerations to illustrate a point. You learn the enlarge/reduce spell, which counts as a bard spell for you and doesn’t count against the number of bard spells you know. You can cast this spell without expending a spell slot or material components a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Conniving Words

3rd-level College of Satire feature


Your sharp wit is able to change outcomes in a pinch. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction and expend one use of your Bardic Inspiration to roll a Bardic Inspiration die, adding the number rolled to the creature’s roll. You can wait until after the creature rolls the d20, but before the DM says whether the roll succeeds or fails. The creature can't benefit from this feature if it can't hear you or if it has already used one of your Bardic Inspiration dice before the start of its next turn.

Subverting Performance

6th-level College of Satire feature


You masterfully tell stories that rattle other people's nerves. As a bonus action, you can start a performance that lasts for up to 1 minute (as if you were concentrating on a spell). As part of the same bonus action, you choose one creature you can see within 60 feet of you to succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of the performance. If the target has damaged you with an attack or harmful spell before the start of your next turn, it automatically fails its saving throw.

While frightened in this way, the target must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Until the performance ends, you can use a bonus action on your subsequent turns and choose another creature to make a saving throw with this feature.

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

Embarrassing Gaffe

14th-level College of Satire feature


You’re able to show off the humorous side of an undesirable situation. Once before the start of your next turn, when you make a contested ability check, attack roll, or saving throw against a target and the roll fails, you can use your reaction to cast tasha’s hideous laughter at the target, without expending a spell slot or material components.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a use of your Bardic Inspiration to use it again.

CHAPTER 2 | CLASS OPTIONS

College of Skepticism

Bards of the College of Skepticism always question the motivations of others. Their stories warn of treating anything at face value and the potential dangers of naivete. While usually seen as seeds of needless discontent in many communities, few value their cautious perspective, particularly those in positions of power where such ways of thinking are key to their survival. Bards of this college are known for their ability to create and discern deceptions and ruse, both physical and mental ones.

Skeptic Mind

3rd-level College of Skepticism feature


You can innately determine someone’s true intentions. When you make a Wisdom (Insight) check, you can treat a d20 roll of 7 or lower as a 8.

Doubtful Demeanour

3rd-level College of Skepticism feature


You always question the initial outcome of an action. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.

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

Suspicious Afterimage

6th-level College of Skepticism feature


You are able to make others doubt their initial observations. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll still fails, the inspiration provides an additional effect based on the roll the die was used for.


  • Ability Check. After the failed roll, the creature can turn invisible for up to 1 minute or until it makes an attack or casts a spell.
  • Attack Roll. After the failed roll, the creature can cast mirror image, without expending a spell slot or material components, which lasts until the start of its next turn.
  • Saving Throw. At the conclusion of the creature's saving throw, it can immediately teleport up to 30 feet to an unoccupied space that it can see.

Questioning Inspiration

14th-level College of Skepticism feature


Your words are able to make others see what is truly in front of them. While a creature is holding your Bardic Inspiration die, it gains truesight out to a range of 10 feet.

In addition, as long as you have at least one use of your Bardic Inspiration remaining, you are always under the effects of the zone of truth spell. The 15-foot radius sphere is centred on you and moves with you. You can choose any number of creatures inside the sphere to be unaffected by the spell.

College of Song

Bards of the College of Song are known for their powerful vocals, fiery performances, and incredible ability to whip up audiences in a feverish energy that can sometimes border on mania. Bards of this college constantly strive for the limelight and are usually well known outside adventuring circles. Indeed, whenever a bard of this college arrives in a town, a rush of activity is not far behind. It’s also common for such bards to have dedicated followers and fanbases, causing their fame to spread even further throughout the realms.

Live Concert

3rd-level College of Song feature


As a bonus action, you can begin an upbeat performance to rouse your allies in battle for up to 1 minute (as if concentrating on a spell). You expend one use of your Bardic Inspiration and choose a number of creatures within 60 feet of you that can hear you up to your Charisma modifier (minimum of one creature). As long as you are performing your Live Concert and the chosen creature is within 60 feet of you, it can roll a Bardic Inspiration die and add half the number rolled (rounded up) whenever it makes an ability check, attack roll, or saving throw.

You can’t expend a use of your Bardic Inspiration to give a creature affected by your Live Concert a Bardic Inspiration die.

Heart of the People

3rd-level College of Song feature


Your performances are known to enrapture the people. You gain proficiency in the Performance skill and learn two languages of your choice.

You can also use a musical instrument you’re proficient in as a spellcasting focus for your bard spells.

Shoutout

6th-level College of Song feature


While you’re holding a Live Concert, you can choose to give a shout out to either a Fan or a Hater.

Fan. You call out an ally and give a heartfelt message of encouragement. As a bonus action, you can choose a creature affected by your Live Concert. The next time the creature rolls a Bardic Inspiration die before the start of your next turn, it can roll twice and take the higher number.

Hater. You can call out someone that’s trying to heckle you. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to roll a Bardic Inspiration die and subtract half the number rolled from the creature’s roll (rounded up). You can do this after the creature makes its roll, but before knowing the result. The creature is immune if it can't hear you or if it's immune to being charmed.

Idolmaster

14th-level College of Song feature


Your live performances are legendary, filled with an overabundance of energy and enthusiasm. You gain proficiency in Constitution saving throws.

In addition, while you’re holding a Live Concert, you can do one of the following:

  • As a bonus action, you can choose a creature affected by your Live Concert. The next time the creature rolls your Bardic Inspiration die before the start of your next turn, it can add the full number rolled to its ability check, attack roll, or saving throw. You can use this ability as part of the same bonus action you use to call out a Fan, choosing the same creature.
  • When you call out a Hater and it still succeeds on its roll, you can deal psychic damage to it equal to your bard level.

Once you use either of these abilities, you can’t use that ability again until you finish a long rest, unless you expend a use of Bardic Inspiration to use it again.

CHAPTER 2 | CLASS OPTIONS

Cleric

The cleric receives new features and subclasses in this section.

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Message Domain and Transportation Domain.

Message Domain

The ability to communicate complex information is the building block of a thriving society. Gods of this domain hold dominion over the act of communication and its mediums, ensuring that understanding can always be reached through words. See the Message Deities table for a list of some of the gods associated with this domain.

Clerics of the Message Domain recognise the important role that messages bring. Communication is a powerful tool, one that its deities are all too aware of. Whether used for good or evil, the ability to sway others with words is valuable in any society.

Message Deities
Example Deity Pantheon
  Alathrien Druanna Elven
  Isis Egyptian
  Media Modern
  Milil Forgotten Realms
  Oghma Forgotten Realms

Domain Spells

1st-level Message Domain feature


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

Message Domain Spells
Cleric Level Spell
1st comprehend languages, heroism
3rd magic mouth, zone of truth
5th message, tongues
7th compulsion, divination
9th legend lore, rary’s telepathic bond

Tools of Communication

1st-level Message Domain feature


You gain proficiency in calligrapher’s tools, as well as one of the following skills of your choice: Deception, Insight, or Persuasion. You also learn two languages of your choice.

CHAPTER 2 | CLASS OPTIONS

Resonant Voice

1st-level Message Domain feature


You project a voice that others find hard to resist. You always have the command spell prepared, and it doesn’t count against the number of cleric spells you can prepare each day. When you cast the spell, you don’t need to share a language with the target. You can cast this spell without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Connection

2nd-level Message Domain feature


You can use your Channel Divinity to speak with others over long distances.

You and another willing creature within 5 feet of you conduct a 10 minute ritual. Creatures with an Intelligence score of 3 or lower are unable to take part. At the end of the ritual, you and the chosen creature are linked and can speak telepathically with each other while you are within a number of miles of each other equal to your Wisdom modifier (minimum of 1 mile). You must all know a language (though it needn’t be the same one) and be on the same plane of existence to communicate. When you use this Channel Divinity option, you regain that use of Channel Divinity when you finish a long rest.

When you reach 6th and 18th level, you can have one more creature join the ritual, taking one additional use of your Channel Divinity.

As an action, a creature can hear what another linked creature hears and learn its surface thoughts, as long as it is willing, and it knows its thoughts and senses are being accessed by others. Multiple creatures can access its senses and learn its thoughts at the same time. A listening creature can use an action to return to its own senses or until the other creature blocks them out.

If a creature is outside the range of all other linked creatures, the effect ends for the creature that is out of range. This telepathic connection lasts until you finish a long rest. It ends early if you die or are beyond range of all other linked creatures.

Enhanced Connection

6th-level Message Domain feature


The telepathic connection you’ve created with your allies allows you to better coordinate with each other. You and creatures linked through your Invoke Connection can issue commands which are represented by a pool of d4s equal to your cleric level.

Whenever you or a linked creature makes an ability check, attack roll, or saving throw, any other linked creature can use its reaction to roll a d4 from this pool and add the number rolled to the d20 (multiple creatures can use their reactions at once). You must be able to see the linked creature or sense its intentions (such as by learning its surface thoughts) to use this reaction.

You regain all expended dice when you finish a long rest.

Potent Spellcasting

8th-level Message Domain feature


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

Final Word

17th-level Message Domain feature


Your word has absolute power over others. You are immune to any spells or effects that would try to silence you. You also add the power word kill and power word heal spells to your cleric spell list, which count as cleric spells for you.

Transportation Domain

The Transportation Domain holds deities that are responsible for safe passage and smooth journeys. These gods-examples of which appear on the Transportation Deities table-ensure that no person is unjustly impeded in undertaking a journey.

Clerics of this domain have the power to aid others who are traveling and provide them with shelter. They bring law and order to otherwise perilous roads.

Transportation Deities
Example Deity Pantheon
  Brandobaris Halfling
  Fharlanghn Greyhawk
  Hermes Greek
  Lugh Celtic
  Roads Modern

Domain Spells

1st-level Transportation Domain feature


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

Transportation Domain Spells
Cleric Level Spell
1st expeditious retreat, longstrider
3rd find steed, healing spirit
5th catnap, leomund’s tiny hut
7th dimension door, freedom of movement
9th passwall, teleportation circle

Driver's Education

1st-level Transportation Domain feature


You are adept in all manner of transport vehicles. You gain proficiency in navigator’s tools and with land and sea vehicles.

As an action, you can magically share one of these proficiencies with a creature of your choice. The creature must be of an appropriate size to ride a mount or vehicle, and possess the anatomy needed to control one. This proficiency lasts for up to 1 hour. Once you share it, you can't do so again until you finish a long rest.

Traveller's Protection

1st-level Transportation Domain feature


You are always protected on your journeys. When you and your allies first enter combat, an ally can reduce the initial instance of damage taken in that combat by an amount equal to your Wisdom modifier (minimum reduction of 1).

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

Channel Divinity: Journeyman's Tools

2nd-level Transportation Domain feature


You can use your Channel Divinity to quickly cast spells to help others on their journey.

You can expend a number of uses of your Channel Divinity to cast a spell from your Domain Spells feature equal to the spell’s level, without expending a spell slot or material components.

Channel Divinity: Aura of Liberty

6th-level Transportation Domain feature


You can use your Channel Divinity to ensure your companions can keep moving unhindered. As an action, you can emit an aura of amnesty in a 30-foot radius for 1 minute. This aura is centred on you and moves with you. Each creature of your choice in the aura is unimpeded by nonmagical difficult terrain, and is immune to being restrained or stunned.

Potent Spellcasting

8th-level Transportation Domain feature


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

Global Positioning System

17th-level Transportation Domain feature


You can always find a route to your destination. You always have the find the path spell prepared, and it doesn’t count against the number of spells you prepare each day.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. Once you cast in this way, you can’t do so again until you finish a long rest.

Additional
Cleric Options

This section offers additional features you can gain as a cleric when you reach certain levels in this class, including additional options for your Channel Divinity feature.

Holy Healing

2nd-level cleric feature


You can expend a use of your Channel Divinity to bless others with healing energy. As a bonus action, you touch your holy symbol, utter a prayer, and choose a number of creatures you can see within 60 feet of you up to your proficiency bonus. The chosen creatures regain 1d4 hit points. This feature's healing increases when you reach certain levels in this class: to 2d4 at 6th level and to 4d4 at 18th level.

Turn the Extraplanar

2nd-level cleric feature, which replaces the Turn Undead feature


You're able expel the influence of unwanted invaders. As an action, you can expend a use of your Channel Divinity, present your holy symbol, and speak a prayer, choosing a Creature Type: Aberration, Celestial, Fiend, or Undead. Each creature of the chosen type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A creature that has Legendary Actions is immune to this effect.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Abjure the Extraplanar

5th-level cleric feature, which replaces the Destroy Undead feature and works with the Turn the Extraplanar feature


When a creature of the chosen Creature Type fails its saving throw against your Turn the Extraplanar feature, it is instantly banished if its challenge rating is at or below a certain threshold, as shown in the Abjure Enemy table.

Abjure Enemy
Cleric Level Abjures creatures of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Druid

The druid receives new subclasses in this section.

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of Extremes and Circle of Mutation.

Circle of Extremes

Druids of the Circle of Extremes believe that the limits of the natural world must always be tested. Members of this circle wield power that can decimate entire habitats and create unstable weather shifts. They believe that by upheaving the stability of an existing ecosystem, the flora and fauna that survive will be able to better adapt and grow stronger.

Circle Spells

2nd-level Circle of Extremes feature


Through the teachings of your circle, you have learned spells that can devastate the balance of an ecosystem. You gain additional spells when you reach certain levels in this class, as shown on the Circle of Extremes Spells table.

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

Circle of Extremes Spells
Druid Level Spell
2nd earth tremor, fog cloud
3rd scorching ray, snilloc's snowball swarm
5th lightning bolt, tidal wave
7th ice storm, storm sphere
9th cone of cold, control winds

Wild Weather

2nd-level Circle of Extremes feature


You are able to drastically change the weather conditions around you. As an action, you can expend two uses of your Wild Shape feature to magically change the weather around you in a 30-foot-radius sphere for up to 10 minutes, instead of assuming a beast form.

You choose the weather condition from the Wild Weather table below. This area moves with you, centred on you, and you can dismiss the effect early as an action. Some weather conditions have additional effects that occur after the full duration of this feature. You are immune to any effects from this feature that require a saving throw. You can also exclude a number of creatures from these effects equal to your Wisdom modifier (minimum of one creature).

When you reach 14th level in this class, the area effect of this feature expands to a 60-foot-radius sphere centred on yourself.

Climate Change

6th-level Circle of Extremes feature


You can create sudden shifts in weather patterns. While your Wild Weather is active, you can use an action to change the weather condition to another type on the Wild Weather table. Changing the weather in this way excludes any effects that would happen at the end of your Wild Weather’s full duration. You can change the weather in this way once per use of your Wild Weather feature

When you reach 14th level in this class, you can change the weather condition twice with each use of Wild Weather.

Hostile Climate

10th-level Circle of Extremes feature


The weather patterns you create are more extreme. A creature that fails its saving throw to avoid taking damage when it enters your Wild Weather's area for the first time on a turn or if it starts its turn there now takes 1d6 damage of the type shown in the Wild Weather table.

In addition, while your Wild Weather is active, you can choose to cast a spell of 3rd-level or lower that deals the damage type shown in the Wild Weather table, and must not require concentration. You don't expend a spell slot or material components when casting in this way, and you can do so only once per use of Wild Weather.

Atmokinesis

14th-level Circle of Extremes feature


Your mastery over the weather has given you resistance to the elements. While your Wild Weather is active, you and creatures that you choose to be immune to the saving throw effects of your Wild Weather gain resistance to the associated damage type indicated in the Wild Weather table.

At 15th level in this class, you always have the control weather spell prepared, and it doesn’t count toward the number of druid spells you can prepare each day.

Wild Weather
Weather (d10) Effect
Acid Rain (Acid) When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a Constitution saving throw against your spell save DC or take 1d4 acid damage. In addition, a creature in the area that deals acid damage can add a bonus 1d4 to the damage roll. At the end of the feature’s full duration, plants and trees that spent at least 1 minute in the area withers and dies.
Dense Fog (bludgeoning, piercing, slashing) The area acts as if under the effects of the fog cloud spell. At the end of the feature’s full duration, the fog spreads over an area, with the central point on you, equal to a radius sphere 20 times your druid level in feet. The area stays heavily obscured in fog for 24 hours.
Extreme Humidity (Fire) Each creature in the area that doesn’t have resistance to fire damage has their speed halved. In addition, the creature has disadvantage on Constitution saving throws made to maintain concentration. At the end of the feature’s full duration, each creature that spent at least 1 minute in the area suffers one level of exhaustion.
Gale Winds (bludgeoning, piercing, slashing) The area acts as if under the effects of the warding wind spell.
Hailstorm (Cold) When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a Constitution saving throw or take 1d4 cold damage. In addition, a creature in the area that deals cold damage can add a bonus 1d4 to the damage roll. At the end of the feature’s full duration, the area becomes difficult terrain.
Heatwave (Fire) When a creature in the area deals cold damage, the damage is halved. Additionally, a creature in the area that deals fire damage can add a bonus 1d4 to the damage roll. At the end of the feature’s full duration, any flammable objects that spent at least 1 minute in the area and aren't being worn or carried catch on fire, and all water sources dry up.
Intense Radiance (Radiant) When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns. On a successful save, the creature isn’t blinded and is immune to this effect for 24 hours.
Smog (Poison) When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a Constitution saving throw against your spell save DC or take 1d4 poison damage. In addition, the area sheds dim light. If the area is already in dim light, it becomes shrouded in darkness. At the end of the feature’s full duration, any creature that spent at least 1 minute in the area becomes poisoned. Only a lesser restoration spell or similar can cure the creature.
Thunderstorm (Lightning, Thunder) When a creature in the area deals lightning or thunder damage, it can add a bonus 1d4 to the damage roll. In addition, each creature in the air that enters the area for the first time on a turn or starts its turn there must succeed a Dexterity saving throw or take 1d4 lightning damage and be grounded until the end of its next turn.
Torrential Rain (Cold) When a creature in the area deals fire damage, the damage is halved. The area also becomes difficult terrain. At the end of the feature’s full duration, any existing bodies of water that spent at least 1 minute in the area begin to overflow. The rain also spreads over an area, with the central point on you, equal to a radius sphere 20 times your druid level in feet, that lasts for 24 hours.
CHAPTER 2 | CLASS OPTIONS

Circle of Mutation

Druids of the Circle of Mutation embrace change and seek strength through adaptation. This affinity is shown through their ability to selectively transform parts of their body to better suit their current habitat. Druids of this circle use their abilities to better understand how wildlife should evolve in order to survive.

Adaptive Shape

2nd-level Circle of Mutation feature


You are able to adapt to any environment or situation. As a bonus action, you can expend a use of your Wild Shape feature to modify certain parts of your body, rather than assuming a beast form. When you do, you can choose two animal adaptations which are listed under “Adaptations” below. If an adaptation requires an attack roll, it uses your Strength modifier for the attack and damage rolls. If an adaptation requires a saving throw, it uses your spell save DC.

You also gain a number of temporary hit points equal to five times your druid level, which disappear when you leave this form or use this feature again. These adaptations last for 10 minutes. It ends early if you dismiss it (no action required), you fall unconscious, drop to 0 hit points, or use this feature again.

You can choose an additional adaptation when you reach 6th and 10th level in this class.

Adaptive Outlook

2nd-level Circle of Mutation feature


The nature of your very circle allows you to be versatile in many situations. Whenever you finish a long rest, you can choose one skill or tool proficiency that you lack and gain it. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Natural Predator

6th-level Circle of Mutation feature


Your body has evolved to become stronger. You can attack twice, rather than once, whenever you take the Attack action on your turn.

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

Permanent Mutation

10th-level Circle of Mutation feature


Your constant transformations have permanently altered your body. Choose one adaptation from your Adaptive Shape feature. You now possess this adaptation when you are in and out of your Adaptive Shape.

Survival Instinct

14th-level Circle of Mutation feature


Your mutations have made you a hardy predator. While in your Adaptive Shape, you gain proficiency in Dexterity or Constitution saving throws (your choice).

Rapid Evolution

14th-level Circle of Mutation feature


Your body quickly adapts to protect yourself and increase your longevity. When you take damage, you can use your reaction to give yourself resistance to that damage type (including the triggering instance of damage). This resistance lasts until the end of your next long rest or until you use this feature again.

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

CHAPTER 2 | CLASS OPTIONS

Adaptations


  • Adrenal Gland (10th level only). You can better regulate your flight or fight response. When you are reduced to half your current hit points or less, you can use your reaction to immediately take an extra turn, interrupting the current turn. When you do so, you can’t cast spells other than cantrips until the end of your next normal turn.
  •         You can use this feature once per use of Adaptive Shape.
  • Amphibious Form. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
  • Bear Claws (6th level only). Each of your hands grows large claws, which you can use as a weapon if the hand is empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
  • Bioluminescent Shock. You are able to illuminate yourself. As a bonus action, you can emit bright light in a 15-foot radius and dim light for an additional 15 feet. While you are emitting this light and a creature you can see within 5 feet of you hits you with an attack, you can immediately deal 1d4 lightning damage to the creature.

  • Bloodhound (6th level only). You have the senses of a ruthless predator. When you hit a creature with a natural weapon from your adaptation, you can choose to mark that creature. Once on your turn, while a creature is marked in this way, you have advantage on your first weapon attack you make against it, provided the weapon is from one of your adaptations. The creature also can’t hide from you and can't benefit from being invisible.
  •         You can only have one creature marked at a time. If you mark a new creature, the previous creature is no longer marked.
  • Chameleon Skin (6th level only). You can change your skin’s pigmentation to blend into your surroundings. When you are damaged by an attack or spell, you can use your reaction to turn invisible until the end of your next turn, or until you make an attack or cast a spell.
  • Condor Wings (10th level only). You grow large wings from your back that can support your weight. You gain a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armour.
  • Feline Movement. You gain agile reflexes that allow you to move quickly. You gain a climbing speed equal to your walking speed, and you can move up to 10 feet without provoking opportunity attacks as a reaction when a creature ends its turn within 5 feet of you.
  • Giant Horns. You grow giant horns on your head which you can use as weapons. It deals 1d8 bludgeoning damage on a hit. While you have these horns, you can use the Shove action as a bonus action.
  • Goat Hooves. Your legs change to a digitrade structure and your feet turn into hooves. Your walking speed increases by 10 feet and you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
  •         In addition, your hooves can be used as weapons. It deals 1d6 bludgeoning damage on a hit. If you move at least 20 feet straight toward a creature and hit it with this weapon on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make another attack with your hooves against it as a bonus action.
  • Hawk Eyes. Your eyes can absorb more light and discern greater detail. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
  • Intimidating Pattern. You grow markings or appendages that can frighten other creatures. As an action, you can show off this pattern. If you're able to make multiple attacks with the Attack action, this ability replaces one of them. Each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Intimidating Pattern for the next 24 hours.

  • Owl Sight. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
  • Pack Leader. Your gait is that of an alpha in a hunting pack, and other creatures are emboldened by your presence. Creatures of your choice within 5 feet of you have advantage on the first attack roll they make on their turn if you aren't incapacitated.
  • Resin Carapace (6th level only). You develop thick skin that can’t be easily penetrated. You gain a +1 bonus to AC. Additionally, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
  • Serpentine Senses (10th level only). You possess the beneficial traits of a snake. You gain blindsense out to a range of 30 feet. You can also move through the space of any creature that is of your size or larger.
  • Spiky Tail. You grow a lashing, spiny tail, which you can use as a weapon. It deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
  • Strong Jaw (6th level only). You grow a snout to accommodate your enlarged jaw, giving yourself immense biting power and the ability to use it as a weapon. It deals 2d6 piercing damage on a hit and if the creature is of your size or smaller, you can attempt to grapple it using your jaws. While a creature is grappled in this way, you can use an action to try and restrain it by making another grapple check. If you succeed, the creature is restrained until the grapple ends.
  • Sure-Limbed. Your limbs are able to gain extra purchase for better footing. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  •         In addition, you have advantage on saving throws against terrain effects that are magically created or manipulated to impede movement, such those created by the entangle spell.

  • Toxic Quills (6th level only). You grow chitin spikes around your body that you can use as weapons. These spikes have the thrown (range 30/90 ft.) and finesse properties, and deal 1d6 piercing damage on a hit. The first time you hit a creature on your turn with this weapon, you can force it to succeed on a Constitution saving throw or have it be stunned until the end of its next turn.
  • Venom Sac. You grow a venomous gland underneath your throat that you can use to spew corrosive liquid. As an action, you can shoot venom from yourself in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d8 acid damage and is poisoned until the end of its next turn. On a successful save, it takes half as much damage and isn't poisoned.
  •         This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.
CHAPTER 2 | CLASS OPTIONS

Fighter

The fighter receives new features and subclasses in this section.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Commander and Ghost Operative.

Commander

The Commander is a master tactician in the art of war, able to give orders to allies and put them in optimal positions around the battlefield. With their tactical acumen and uncanny ability to picture the battlefield in their head, the difference a Commander makes in a ragtag adventuring group is as clear as night and day.

Bonus Proficiency

3rd-level Commander feature


When you take this archetype, you gain proficiency in one of the following skills of your choice: History, Insight, Investigation, or Survival. Alternatively, you learn one language of your choice.

Tactical Orders

3rd-level Commander feature


You’re able to issue orders to your allies in combat. These orders are represented by your Tactical dice, which are each d6. You have a number of these dice equal to twice your Charisma modifier (minimum of two dice), and they fuel various commands you issue, which are detailed below.

You can issue an order to a creature within 60 feet of you that can also hear you using an action or a bonus action (your choice). If you're able to make multiple attacks with the Attack action, this order can replace one of them.

Your orders expend the Tactical die they use only if a creature chooses to follow the order, and you can't issue an order when your dice are all expended. You regain all your expended Tactical dice when you finish a short or long rest. In addition, as a bonus action, you can regain up to two expended Tactical die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Tactical dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The orders below use your Tactical dice.


  • Attack. You can order a creature to use its reaction to make an attack roll against a target it can see. When it does, you expend and roll one Tactical die. That creature can add the number rolled to the attack’s damage roll.
  • Charge. You can order a creature to use its reaction to move up to its speed and use the Shove action against a target. When it does, you expend and roll one Tactical die. That creature can add the number rolled to its Strength (Athletics) check made to shove the target or make it fall prone.
CHAPTER 2 | CLASS OPTIONS

  • Distract. You can order a creature to become a distraction to your foes. When it does, you expend and roll one Tactical die. Each target of your choice within 30 feet of the creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), subtracting the number rolled from its saving throw. On a failed save, the target has disadvantage on attack rolls that aren’t made against the creature, and it can’t willingly move more than 30 feet from the creature until the start of your next turn.
  • Hide. You can order a creature to use its reaction to attempt to hide, provided it isn’t being directly observed. When it does, you expend and roll one Tactical die. That creature can add the number rolled to its Dexterity (Stealth) check to hide.
  • Hold Position. You can order a creature to hold its position. When it does, you expend and roll one Tactical die. That creature now has a speed of 0 and can use the number rolled to add to its AC and saving throws, as well as subtract from any damage taken until the start of your next turn. In addition, the creature can make an opportunity attack when a hostile target moves within reach of its melee weapon.
  • Overcome. You can order a creature to use its reaction to make a saving throw or contested ability check against a negative effect or condition that is currently inflicting it. When it does, you expend and roll one Tactical die. The creature can add the number rolled to the d20. If the creature succeeds, it can move up to its speed as part of the same reaction.
  • Reposition. You can order a creature to use its reaction to move up to its speed. When it does, you expend and roll one Tactical die. That creature can add the number rolled to its AC until the start of your next turn.
  • Subdue. You can order a creature to use its reaction to grapple a target within range. When it does, you expend and roll one Tactical die. That creature can add the number rolled to its Strength (Athletics) check made to grapple the target. If the creature succeeds, the grappled target takes bludgeoning damage equal to the number rolled on the Tactical die.

Clear Instruction

7th-level Commander feature


Your orders leave little room for error. Once on each of your turns, when you roll a Tactical die, you can choose to reroll the die, and you must use the new roll.

Iron Mind

7th-level Commander feature


Your ability to assess situations in the heat of battle has allowed you to block unnecessary distractions. You gain advantage on saving throws against being charmed or frightened.

Improved Orders

10th-level Commander feature


The parameters of your orders are now more precise. You can give two successive orders to a creature, with each order taking up one attack you can make with your Attack action. When you give an order in this way, you only expend one Tactical die (though you make a separate roll for each order), and the creature uses its reaction for both orders. The creature must also be willing to follow both orders, or else the die is not expended.

Prepared Plan

15th-level Commander feature


You are always thinking of the next battle. When you roll initiative and have no Tactical dice remaining, you regain 2 dice.

Art of War

18th-level Commander feature


Your tactical knowledge is absolute, bordering on clairvoyant. When you roll a Tactical die, you can use the maximum number rolled.

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

Ghost Operative

The Ghost Operative is a fighter that excels in covert operations, possessing exceptional abilities of espionage
and subterfuge. Masters of stealth, these fighters are
usually deployed as part of clandestine operations
where institutions can exercise plausible deniability.
In events of alleged kidnappings and assassinations,
the involvement of a Ghost Operative is always
suspected, but can never be fully proven.

Discreet Step

3rd-level Ghost Operative feature


You never let yourself out of the shadows. You can use
the Hide action as a bonus action if you are wearing no armour or only wearing light armour.

You also gain proficiency in the Stealth skill.

Precise Blow

3rd-level Ghost Operative feature


Your choice of lightweight weapons allow you to accurately strike at weak points. Once per turn, when you hit a creature with a weapon that has the light property or with an unarmed strike, you can roll an additional damage die.

Silent Maneuvers

7th-level Ghost Operative feature


You conduct your missions under the veil of silence, gaining the following benefits.

Gagging Order. You capture key persons of interest as part of your missions. While you’re grappling a creature, you can move up to your full speed. You can also use a bonus action to silence a creature that is grappled by you using a free hand. You must use a bonus action on subsequent turns to keep the creature silenced.

Ambush Retaliation. You strike quickly when found. When you’re hidden and a creature finds you, you can use your reaction to make one weapon attack against it, with advantage if the weapon has the light property or if you make an unarmed strike. If this attack reduces the creature’s hit points to 0, you are still considered hidden.

Lurker

10th-level Ghost Operative feature


You are used to being in clandestine missions and fight accordingly. When you are hidden from a creature and you miss it with a weapon attack roll, making the attack doesn’t reveal your position so long as you are still in an obscured space and the attack was made with a weapon that has the light property or if it was an unarmed strike. This benefit also applies if you fail a contested ability check to grapple a target, or if you hit a target with a weapon that has the aforementioned properties and reduce its hit points to 0 with that attack.

Target Extraction

15th-level Ghost Operative feature


You can effectively subdue a target you’ve captured. A creature that is grappled by you has disadvantage on its attack rolls. You can also use an action to force a creature you’re grappling to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall unconscious for 1 minute or until it takes any damage.

In addition, you can attempt to hide while grappling a creature. However, if the creature can still speak or isn’t unconscious, you make this roll with disadvantage. Wisdom (Perception) checks made to find you also have advantage while you’re hiding in this way.

Execution

18th-level Ghost Operative feature


Your kills are clean and leave little mess. While you’re grappling a creature and you hit it with a melee weapon attack using a weapon that has the light property or an unarmed strike, you can force it to make a Constitution saving throw. The DC is the attack roll used to hit the creature. On a failed save, the creature dies if it has a number of hit points no higher than ten times your Strength modifier. If it has more hit points than this limit, it instead takes bludgeoning damage equal to your Strength score and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the paralysis on a success.

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

CHAPTER 2 | CLASS OPTIONS

Additional
Fighter Options

This section offers additional features you can gain as a fighter when you reach certain levels in this class, including additional options for your Fighting Style feature.

Additional Fighting Styles

1st-level fighter feature


When you choose a fighting style, you can also choose from one of the following options.

Agile Fighting

While you're wearing light armour and not wielding a shield, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage.

Ambusher

When you are hidden from a creature and hit it with a ranged weapon attack, you can use a bonus action to deal an extra 1d8 damage. If this attack reduces the creature’s hit points to 0, you are still considered hidden.

Brawler

You can use a bonus action to grapple a creature or make an unarmed strike so long as you have a free hand.

Close Quarters Shooting

When you make a ranged attack against a creature within 5 feet of you, you don’t have disadvantage on the attack roll. A creature also triggers an opportunity attack from you when it moves more than 5 feet away from you while you’re holding a ranged weapon. You use the ranged weapon for the opportunity attack.

Focused Fighting

You gain a +1 bonus to attack and damage rolls with weapons while you’re concentrating on a spell.

Light Weapon Fighting

You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.

Parrier

When you are holding a weapon in two hands and a creature you can see makes a melee attack roll against you, you can use your reaction to give yourself a +2 bonus to AC for that attack. If the attack still hits, the damage you take is reduced by an amount equal to your proficiency bonus. The weapon must have the two-handed or versatile property for you to gain this benefit.

Reach Fighting

You gain a +2 bonus to attack rolls you make with melee weapons that have the reach property if the target is at least 10 feet away from you.

Supporter

When you don't make an attack or cast a spell on your turn, you can use the Help or Search action as a bonus action.

Monk

The monk receives new subclasses in this section.

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Way of Gun Fu and Way of the Thousand Weapons.

Way of Gun Fu

With the invention of new weapons, new techniques emerge in order to elevate one's skill to the pinnacle of its mastery. The pistol is no exception, and the Way of Gun Fu serves as the main monastic tradition for monks to develop unique techniques that take advantage of this new, lethal weapon, making monks of this tradition efficient killing machines.

Pistol Packing

3rd-level Way of Gun Fu feature


You have adopted a fighting style based on dual-wielding firearms. You gain proficiency in the pistol which counts as a monk weapon for you. While the pistol is your monk weapon, it gains the finesse property and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

You can also use your pistols to make melee weapon attacks, dealing bludgeoning damage equal to your Martial Arts die. Additionally, if you are wielding a separate pistol in each hand, you don’t need a free hand to reload the firearm.

When you use your Flurry of Blows feature, you can instead make two attacks with your pistols as a bonus action, provided you are wielding a separate pistol in each hand.

Pistol Techniques

3rd-level Way of Gun Fu feature


You're able to pull off impressive trickshots. While wielding a pistol as a monk weapon, you gain the following abilities:

Reactive Shot. When a creature you can see first enters or exits your pistol’s normal range, you can spend 1 ki point and use your reaction to make a ranged weapon attack against it.

Blocking Shot. When an attacker you can see makes a ranged weapon attack against a creature within 30 feet of you, you can spend 1 ki point and use your reaction to deflect the shot. You expend one piece of ammunition and reduce the damage by 1d10 + your Dexterity modifier + your monk level.

Ki Bullets

6th-level Way of Gun Fu feature


You have infused your pistols with your ki. Your attacks with pistols count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you hit a target with a ranged weapon attack with your pistol, you can spend 2 ki points and force it to succeed on a Constitution saving throw against your ki save DC or be stunned until the end of your next turn.

Scatter Fire

11th-level Way of Gun Fu feature


You can use your ki to fire your pistols at an impossibly fast rate. As an action, while your pistol is a monk weapon, you can spend 4 ki points and use it to cast conjure barrage, or spend 6 ki points to cast conjure volley, which uses your ki save DC. When you do, you must use an action or bonus action to reload the weapon before you can use it again.

Strafing

17th-level Way of Gun Fu feature


You have mastered unique movement patterns to compliment your prowess with firearms. When you use your Patient Defense or Step of the Wind feature, you can make one weapon attack with your pistol as part of the same bonus action.

CHAPTER 2 | CLASS OPTIONS

Way of the Thousand Weapons

The Way of the Thousand Weapons teaches its students to use anything and everything as a weapon. They gain the advantage over their opponents by using everyday objects in creative ways to gain the upper hand in combat. Monks who follow this tradition might look comical to other martial fighters, but many underestimate them at their own peril.

Improvisational Fighter

3rd-level Way of the Thousand Weapons feature


You are able to use any object at your disposal as a weapon, no matter how mundane it might be. You gain proficiency in improvised weapons, and improvised weapons count as monk weapons for you, regardless of their existing properties. While an improvised weapon is a monk weapon, you use your Martial Arts die when dealing damage with it.

The object you use as the improvised weapon uses the following attributes based on its size as follows (the DM assigns a damage type appropriate to the object):


  • Large (eg. a bookshelf, a bed). You can use this object only once per turn as part of your Attack action. When you do, you can move the object 15 feet in a straight line. Each creature in the path of the object is pushed 5 feet away from it and must make a Dexterity saving throw against your ki save DC. On a failed save, the target takes damage equal to three Martial Arts dice and falls prone. On a successful save, it takes half as much damage and doesn’t fall prone.
  •         Afterward, if the object is a nonmagical item, you can spend 1 ki point to break the object into two Medium improvised weapons, which appear in the same space the Large object previously occupied.
  • Medium (eg. a table, a pallet). The weapon has the heavy and two-handed properties, and deals damage equal to two Martial Arts dice. Once on your turn, when you hit a creature with this weapon, you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Martial Arts die. The damage is of the same type dealt by the original attack.
  •         After you hit a creature with this weapon, you can spend 1 ki point to break the object into two Small improvised weapons which you hold in each hand, provided the object is a nonmagical item.
  • Small (eg. a chair, a bow). The weapon has the finesse, light, and thrown (range 20/60 ft.) properties, dealing damage equal to your Martial Arts die.
  •         After you hit a creature with this weapon, you can spend 1 ki point to break the object into two Tiny improvised weapons that you hold in each hand, provided the object is a nonmagical item and you have a free hand to hold each weapon. If you break the weapon after throwing it, the two Tiny improvised weapons appear in the space the Medium object was thrown at.
  • Tiny (eg. a pitcher, a frying pan). The weapon has the finesse, light, and thrown (range 20/60 ft.) properties, dealing damage equal to half your Martial Arts die (rounded up). Once during each of your turns, when you make an attack with this weapon, you can make an additional attack with it as part of the same action. If you deal 6 or more damage with the weapon in one hit, it breaks, unless you spend 1 ki point to retain its shape. A magic item won't break.
Using Improvisational Weapons

The Way of the Thousand Weapons is heavily inspired by the fighting style of Jackie Chan movies, and encourages players to be creative in flavouring their attacks. Consider the ways everyday objects would be used in a fight, and how they interact with existing monk features. For instance, if you're using a ladder as a weapon and you use Stunning Strike, you can describe your character catching the target in between the rungs.

The Dungeon Master should also be as open as possible when a player chooses an improvisational weapon. Below are some examples on how a player might describe attacking a target.

Large. If your character uses a bookshelf, you can describe them toppling it over enemies.

Medium (or two-handed). If your character is holding a weapon with two hands to attack a creature, and you then choose to use Flurry of Blows, you can describe your character elbowing or headbutting the target.

Small. If your character is using a scarf or jacket as a weapon, you can describe them wrapping the item around a creature to use as leverage for their strikes.

Tiny. If your character finds a dislodged piece of brick, you can describe them throwing or hitting a target and seeing the brick crumble into dust as it breaks.

CHAPTER 2 | CLASS OPTIONS

Deft Movement

6th-level Way of the Thousand Weapons feature


Your ability to find anything around you as a weapon makes you more adept in your body movement. You gain the following benefits.

Light Feet. Moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on ability checks and saving throws against spells and effects that try to impede your movement.

Pickup. You can draw or stow two weapons when you would normally be able to draw or stow only one, as long as both weapons are improvised weapons.

Magic Weapons. Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, weapons you aren't proficient in count as improvised weapons for you.

Disarming Fist

11th-level Way of the Thousand Weapons feature


Your use in improvised weapons have made it hard for adversaries to predict your next move. When a creature you can see makes a melee weapon attack against you, you can use your reaction and spend 2 ki points to roll a Martial Arts die and have the creature subtract the number rolled from its attack roll.

If the new total misses, you disarm the creature and take its weapon, provided it has one and you have a free hand. Otherwise, it falls to the ground. If the creature doesn’t have a removable weapon, it instead has disadvantage on its next melee weapon attack against you.

Improvisational Master

17th-level Way of the Thousand Weapons feature


Your mastery over improvisational weapons has given you further benefits while wielding them:


  • Large. You can move the object up to 60 feet in a straight line by spending 2 ki points for every 15 feet you move the object after an initial 15 feet. A creature that fails its saving throw against this action now takes damage equal to five Martial Arts dice, or half as much on a successful one. Additionally, you can add your Dexterity modifier to one damage roll of this action.
  • Medium. You gain a +2 bonus to AC while wielding this weapon. Once on your turn, when you take the Attack action, you can spend 2 ki points and replace one of your attacks to make a melee weapon attack against any number of creatures within your reach, with a separate attack roll for each target. If you hit two or more creatures in this way, the weapon breaks, unless you spend 1 ki point to retain its shape.
  • Small. Once on your turn, when you hit a creature with this weapon and make a Stunning Strike, you can spend 1 ki point to have the creature make the saving throw with disadvantage. Also, once on your turn, you can spend 1 ki point to make an additional attack with the weapon as part of your Attack action.
  • Tiny. You have advantage on attack rolls made with this weapon. If your weapon breaks, you can use your Patient Defense or Step of the Wind feature as a bonus action on the same turn without expending a ki point.
CHAPTER 2 | CLASS OPTIONS

Paladin

The paladin receives new features and subclasses in this section.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Oath of Conspiracy and Oath of Stewardship.

Oath of Conspiracy

Paladins who take the Oath of Conspiracy put themselves on a difficult, secretive path for the greater good. Those who take this oath dedicate themselves to guarding forbidden lore that would otherwise destabilize and ruin a realm’s normalcy.

Many debate on whether such an oath exists at all, as the actions of these paladins might seem hostile or evil. However, these paladins hold steadfast in the fact that their actions are for the sake of their world. They are aware that taking this oath will have them forfeit their normal lives and bind them forever in the shadows, guarding their realm from knowledge it can never know.

Tenets of Conspiracy

No one quite knows what the tenets of this oath truly are aside from those who take it. However, a few rumours do have the following commonalities.

Stay in the Shadows. No one must know what we do. Exposure of our activities risk awareness of what must be hidden.

Contain all Lore. What we guard must never be known. The world is not yet ready.

Purge all Evidence. Ensure all outside knowledge of what we hide is destroyed. Those who know too much must be removed.

Fight in the Dark. So others can live in the light.


As a paladin of this oath, you would not have taken it if you didn’t believe what you were hiding could result in a world-ending catastrophe. Consult the Deadly Conspiracy table for what you could be keeping secret.

Deadly Conspiracy
d4 Reason
1 Your nation is built upon the body of a long-forgotten deity, who will awaken if awareness of it spreads.
2 You guard an ancient ruin that contains the source of all magic in your world.
3 The gods have never been real. You're still trying to figure out where your magic comes from.
4 The reality you inhabit is false, constructed by higher beings for their own amusement.

Oath Spells

3rd-level Oath of Conspiracy feature


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

Oath of Conspiracy Spells
Paladin Level Spell
3rd disguise self, illusory script
5th silence, suggestion
9th major image, sending
13th compulsion, greater invisibility
17th mislead, modify memory

Channel Divinity

3rd-level Oath of Conspiracy feature


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

Resist. You can use your Channel Divinity to repel attempts to influence your emotions. As an action, you give yourself immunity to the charmed and frightened condition, which lasts for 10 minutes. If you are charmed or frightened when you use this Channel Divinity, the effect ends for you.

CHAPTER 2 | CLASS OPTIONS

    Influence. As a bonus action, you can use your Channel Divinity to alter one’s emotions. For 1 minute, when you hit a creature with your Divine Smite, you can force it to succeed on a Wisdom saving throw or have it be charmed or frightened of you until the start of your next turn (your choice).

Aura of Evanesce

7th-level Oath of Conspiracy feature


You emit a wispy aura while you’re not incapacitated. When you take damage, you can use your reaction to magically become invisible until the start of your next turn. In addition, any ally who takes damage within 5 feet of you can use its reaction to magically become invisible until the start of their next turn.

When you reach 18th level in this class, the range of the aura increases to 15 feet.

Word of Manipulation

15th-level Oath of Conspiracy feature


You’ve learned to lace your words with magic to make others more susceptible to you. Whenever a creature makes a saving throw against you for spells and effects that would charm or frighten it, you can impose disadvantage on the roll.

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

Figure of Enigma

20th-level Oath of Conspiracy feature


You transform into the embodiment of mystery and elusiveness. As an action, you gain the following benefits for 1 minute:

  • Once before the start of your next turn, when a creature you can see hits you with an attack, you can use your reaction and cause that attack to miss.
  • You have advantage on Charisma checks and saving throws, as do your allies within 30 feet of you.
  • You emanate an aura of compliance in a 30-foot radius. The first time a hostile creature enters the aura or starts its turn there, it must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until it takes any damage. While a creature is charmed by you, you can use a bonus action to have it move up to its speed and make an attack roll against a target of your choice. You can also sacrifice one of your attacks when you take the Attack action to command the creature to make an attack roll. If you don’t give the creature a command, it is incapacitated and has a speed of 0.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Stewardship

Paladins of the Oath of Stewardship believe that wider civilization can’t be entrusted with new technologies, believing their own hands are best suited to handle them. They see civilization's penchant for war and conflict, concluding that giving access to such advances will only lead to society’s destruction. Paladins of this order track new innovations in magic and technology, and proceed to hide them away if such advancements would lead to a leap-frog in society’s development.

Tenets of Stewardship

A paladin who follows the Oath of Stewardship acts as a steward for civilization’s innovations in order to protect itself from self-destruction.

Be Society's Stewards. We bestow society new advancements only when we deem them ready.

Our Hands are Best. We guard advanced magic and technology from society, who can’t control itself in the face of such rapid advancement.

The Wielder Holds Responsibility. It is not the tools, but the people that use them that make such tools dangerous.

Oath Spells

3rd-level Oath of Stewardship feature


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

Oath of Stewardship Spells
Paladin Level Spell
3rd detect magic, identify
5th arcane lock, pass without trace
9th counterspell, dispel magic
13th greater invisibility, locate creature
17th modify memory, scrying

Channel Divinity

3rd-level Oath of Stewardship feature


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

Drain Intelligence. You can reduce a person’s cognitive function. As an action, you choose a creature you can see within 30 feet of you to make an Intelligence saving throw. On a failed save, the creature has an Intelligence score of 3 for up to 1 minute (as if you’re concentrating on a spell). During this time, the creature can use only an action or bonus action, and can make only one attack roll during each of its turns. It also can’t communicate in any meaningful way, nor can it understand any languages.

Magical Counter. You ensure no one uses dangerous magic against you. When an attacker you can see within 60 feet of you makes a spell attack roll or an attack roll with a magic weapon against a creature, you can use your reaction to have the attacker roll with disadvantage. If the attacker hits, you can deal force damage to it equal to 2d8 + your Charisma modifier.

Aura of Intellect

7th-level Oath of Stewardship feature


You emit an aura that keeps you wits sharp while you’re not incapacitated. You and creatures of your choice within 5 feet of you have advantage on Intelligence and Wisdom saving throws against spells and harmful effects

When you reach 18th level in this class, the range of the aura increases to 15 feet.

Disabling Smite

15th-level Oath of Stewardship feature


You’re able to nullify dangerous magical effects. Whenever you hit a creature with your Divine Smite, you can use a bonus action to automatically deal an extra 1d8 force damage if the target is under the effect of a spell. You also end the spell’s effect on the creature. If the creature is affected by multiple spells, it chooses the spell that ends.

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

Keeper of Progress

20th-level Oath of Stewardship feature


You unleash the full power of your oath to shield society from the dangers of radical technologies, gaining the following benefits for 1 minute:

  • Your Aura of Intellect increases to 30 feet. You can also use your Magical Counter feature an unlimited number of times during this time.
  • Every spell of 6th-level or lower ends on creatures and objects of your choice in a 30-foot radius sphere.

Alternatively, you can use this feature to cast the antimagic field spell without expending a spell slot or material components. Once you use this feature, you can't use it again until you finish a long rest.

CHAPTER 2 | CLASS OPTIONS

Additional
Paladin Options

This section offers additional features you can gain as a paladin when you reach certain levels in this class, including additional options for your Channel Divinity and Fighting Style feature.

Additional Fighting Styles

2nd-level paladin feature


When you choose a fighting style, you can also choose from one of the following options.

Brawler

You can use a bonus action to grapple a creature or make an unarmed strike so long as you have a free hand.

Focused Fighting

You gain a +1 bonus to attack and damage rolls with weapons while you’re concentrating on a spell.

Light Weapon Fighting

You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.

Parrier

When you are holding a weapon in two hands and a creature you can see makes a melee attack roll against you, you can use your reaction to give yourself a +2 bonus to AC for that attack. If the attack still hits, the damage you take is reduced by an amount equal to your proficiency bonus. The weapon must have the two-handed or versatile property for you to gain this benefit.

Reach Fighting

You gain a +2 bonus to attack rolls you make with melee weapons that have the reach property if the target is at least 10 feet away from you.

Divine Light

2nd-level paladin feature


The steadfast journey you take to swear to a paladin’s oath manifests as a visible beacon. You know the light cantrip.

At 7th level in this class, when you cast this cantrip, you can bathe the light in holy energy. When you do, you can force a creature that enters the spell's bright light for the first time on a turn or that starts its turn there to make a Charisma saving throw against your spell save DC. On a failed save, the creature is blinded until the end of your next turn. Regardless of the result, the creature then becomes immune to being blinded from that instance of the spell. You can cast in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Holy Healing

3rd-level paladin feature


You can expend a use of your Channel Divinity to bless others with healing energy. As a bonus action, you touch your holy symbol, utter a prayer, and choose a number of creatures you can see within 60 feet of you up to your proficiency bonus. The chosen creatures regain 1d4 hit points. This feature's healing increases when you reach certain levels in this class: to 2d4 at 7th level and to 4d4 at 15th level.

Ranger

The ranger receives new features and subclasses in this section.

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Stargazer and Urbanite.

Stargazer

The Stargazer quietly watches for threats that come from the heavens. These rangers can use the stars to divine future events, harness their power, and uphold the boundary between our world and the cosmos. A Stargazer is often nomadic, following the movement of constellations as they patrol the world to stave off hostilities from beyond.

Stargazer Magic

3rd-level Stargazer feature


You learn an additional spell when you reach certain levels in this class, as shown in the Stargazer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Stargazer Spells
Ranger Level Spell
3rd sleep
5th moonbeam
9th slow
13th banishment
17th scrying

Twinkling Motes

3rd-level Stargazer feature


Your attachment to the cosmos has spawned motes of miniature stars that orbit around you. You can summon these motes as a bonus action, and you have a number of these motes equal to twice your proficiency bonus. While they surround you, you emit bright light in a 10-foot radius and dim light for an additional 10 feet.

You can use the motes for one of the following abilities shown below. Each ability expends a mote when used. You can also use four of your motes to cast the dancing lights cantrip. This does not expend the motes, but they can’t be used for any other abilities while the spell is active.

If you have no motes remaining, you can use an action and expend a spell slot of 1st-level or higher to regain a mote. You regain all expended motes when you finish a long rest.

Comet Strike. You fling a mote at high speed. As a bonus action, you make a ranged weapon attack against one creature within 60 feet of you (you can use this ability as part of the same action you use to summon the motes). On a hit, the attack deals radiant damage equal to 1d6 + your Dexterity modifier. At 11th level in this class, the damage die becomes a 1d8.

Shining Light. Your mote flashes brightly for a brief moment. When a creature you can see hits you with an attack roll, you can use your reaction to make the creature succeed on a Constitution saving throw against your spell save DC or have it be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

White Dwarf. Your mote suddenly intensifies gravity around you. As an action, you can choose a number of creatures you can see within 10 feet of you equal to your Wisdom modifier (minimum of one creature). Each creature must succeed on a Strength saving throw against your spell save DC or be pushed or pulled 5 feet toward or away from you (your choice). A creature can willingly fail this saving throw.

CHAPTER 2 | CLASS OPTIONS

Cosmic Reading

7th-level Stargazer feature


You use the stars in the night sky as a guide for yourself and others, gaining the following benefits.

Starry Message. You use the night sky to communicate over long distances. You learn the skywrite spell, which counts as a ranger spell for you and doesn’t count against the number of ranger spells you know. If it is nighttime or if the sky is dark, you can choose to expend a mote to cast the spell without expending a spell slot, as you use your mote’s light to write your message. You don’t concentrate on the spell when you cast in this way, but the message disappears if you cast this spell again.

Shining Fortune. You use the stars to foresee future events. At the start of a long rest, if you have at least one mote remaining, you can cast the divination spell without expending a spell slot or material components. Once you cast in this way, you can’t do so again for the next 7 days, unless you choose to start with four fewer motes at the end of your current long rest.

Dazzling Constellation

11th-level Stargazer feature


You can link up your motes in a beautiful display of lights. When you hit a creature with your Comet Strike, or when a creature fails its saving throw against a feature from your Twinkling Motes, you can choose to illuminate the target in cosmic light. While a target is marked in this way, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet, and it can’t hide or benefit from being invisible. If you have two or more creatures marked in this way and you hit a marked creature, you can deal radiant damage to it to any other linked creature equal to your Wisdom modifier (minimum of 1 damage).

A creature marked in this way can make a Charisma saving throw against your spell save DC at the end of each of its turns. On a successful save, it is no longer marked by the light.

Star Child

15th-level Stargazer feature


You have been blessed with the presence of the stars. You gain resistance to radiant damage.

In addition, while you have at least one mote remaining, you have a flying speed equal to your walking speed, during which you can hover.

Urbanite

Some rangers feel most at home in the earthy greens of forests and verdant grasslands, others lurk in the darkness or prefer murky depths of the swamps. Urbanites thrive in a new kind of jungle: the jungle of civilization. These rangers excel in navigating through the chaotic sprawl of large cities, and are known for their dogged persistence in hunting the prey that live within.

Urbanite Magic

3rd-level Urbanite feature


You learn the friends cantrip if you don't already know it. When you cast it, you don’t need to concentrate on the spell.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Urbanite Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Urbanite Spells
Ranger Level Spell
3rd disguise self
5th mind spike
9th glyph of warding
13th dimension door
17th dominate person

Modern Man

3rd-level Urbanite feature


You possess the skills necessary to survive in urban sprawl. You gain proficiency in firearms and land vehicles, and you ignore the loading property of firearms.

In addition, when you choose a favoured terrain as part of your Natural Explorer feature, you can choose the urban environment as an option.

Manhunter

3rd-level Urbanite feature


You possess a one-track mind while tailing others. You learn the hunter’s mark spell if you haven’t already, and it doesn’t count against the number of ranger spells you know. You can cast the spell once without expending a spell slot, and you must finish a short or long rest before you can do so again. If the target of the spell is a Humanoid, you deal an extra 1d8 damage instead of a 1d6.

Parkour

7th-level Urbanite feature


Your time spent navigating through urban sprawl has given you superior mobility. Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

In addition, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, or Stealth.

Unrelenting Pursuer

11th-level Urbanite feature


You are ruthless against your quarry. The extra damage from your hunter’s mark is now a 1d8. If the target is a Humanoid, the extra damage is a 1d10. You also gain the following benefits against a creature marked in this way:

  • Once on your turn, when you take the Attack action, you can make an additional attack as part of the same action
  • When the creature damages you with an attack or harmful spell, you can use your reaction to make one weapon attack against it. If you hit, you can force the creature to succeed on a Constitution saving throw against your spell save DC or have it be stunned until the end of its next turn.

In addition, you have advantage on Constitution saving throws made to maintain concentration on a spell.

Crowd Cover

15th-level Urbanite feature


You use your experience fighting in dense spaces to protect yourself from attacks. While you’re within 5 feet of at least two other creatures, attack rolls against you have disadvantage.

In addition, when an attacker you can see hits you with an attack, you can use your reaction to choose a number of creatures you can see within 5 feet of you, other than the attacker, up to your proficiency bonus. You divide the damage you take equally with the chosen creatures.

CHAPTER 2 | CLASS OPTIONS

Additional
Ranger Options

This section offers additional features you can gain as a ranger when you reach certain levels in this class, including additional options for your Fighting Style feature.

Animal Bond

1st-level ranger feature


Your time in the wilderness has earned you a friendly animal companion. You can spend 1 hour finding and magically bonding with this animal. See this creature's game statistics in the Animal Companion stat block, which uses your proficiency bonus (PB) in several places. You also choose an environment: Air, Land, or Water. The creature you bond with is an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block.

While you’re bonded to the animal, you can telepathically communicate with the animal as long as you are within 120 feet of it. Its ability to respond is still limited by its intelligence. You also can’t be surprised while the animal is within 120 feet of you and isn’t incapacitated.

In combat, the animal shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the animal can take any action of its choice, not just Dodge. If you die, the animal takes actions that prioritise your body’s safety for the next 24 hours, after which it will leave.

If the animal has died within the last hour, you can use your action to touch it and expend a spell slot of 1st-level or higher once you reach 2nd level in this class. The animal returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can choose to find and bond with a different animal companion. You choose its stat block and appearance. If you already have an animal from this feature, it leaves when the new beast appears.


Animal Companion

Small Beast


  • Armor Class 12 + PB (natural armour) + 1 (Land only)
  • Hit Points 1 + your Wisdom modifier + twice your ranger level (the beast has a number of Hit Dice [d4s] equal to your ranger level)
  • Speed 30 ft., fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Skills Perception +1 plus PB, Stealth +2 plus PB, Survival +1 plus PB
  • Senses darkvision 60ft., passive Perception 11 + PB
  • Languages understands the languages you speak
  • Challenge —      Proficiency Bonus equals your bonus

Amphibious (Water Only). The animal can breathe air and water.

Keen Hearing and Smell. The animal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Flyby (Air Only). The animal doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + PB bludgeoning damage


Reactions

Uncanny Dodge. The animal halves the damage it takes from an attack made against it, provided it can see the attacker.

Additional Fighting Styles

2nd-level ranger feature


When you choose a fighting style, you can also choose from one of the following options.

Agile Fighting

While you're wearing light armour and not wielding a shield, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage.

Ambusher

When you are hidden from a creature and hit it with a ranged weapon attack, you can use a bonus action to deal an extra 1d8 damage. If this attack reduces the creature’s hit points to 0, you are still considered hidden.

Brawler

You can use a bonus action to grapple a creature or make an unarmed strike so long as you have a free hand.

Close Quarters Shooting

When you make a ranged attack against a creature within 5 feet of you, you don’t have disadvantage on the attack roll. A creature also triggers an opportunity attack from you when it moves more than 5 feet away from you while you’re holding a ranged weapon. You use the ranged weapon for the opportunity attack.

Focused Fighting

You gain a +1 bonus to attack and damage rolls with weapons while you’re concentrating on a spell.

Light Weapon Fighting

You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.

Supporter

When you don't make an attack or cast a spell on
your turn, you can use the Help or Search action
as a bonus action.

Animal Soul

6th-level ranger feature, which works with the Animal Bond feature


Your close bond with your animal companion has changed your own body. You gain the benefits of any traits possessed by the animal.

In addition, you can use an action to see and hear through the animal’s senses for up to 1 minute as long as you are within 120 feet of each other (as if you’re concentrating on a spell). During this time, you are deaf and blind with regard to your own senses. You can end this effect early as an action. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Animal Vengeance

10th-level ranger feature, which works with the Animal Bond feature


You punish anyone that tries to separate you from your animal companion. When a creature you can see makes an attack roll against the animal while the animal is within 5 feet of you, you can use your reaction to make one weapon attack against the creature.

In addition, the first time a creature you can see reduces the animal’s hit points to 0, you gain advantage on all weapon attack rolls against that creature until the end of your next long rest. You must finish a long rest before you gain this benefit again.

Rogue

The rogue receives new subclasses in this section.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Anonymous and Influencer.

Anonymous

You are Anonymous. You are a faceless enigma whose identity is also everyone’s. When one tries to find you, all they uncover are a web of throwaway names and discarded clothing. When one speaks about you, the person they refer to has already vanished into nonexistence.

Illusory Appearance

3rd-level Anonymous feature


You are able to magically alter your appearance. You are able to cast the disguise self spell, but only as a ritual. Intelligence is your spellcasting ability for it.

Backstab

3rd-level Anonymous feature


Your ability to be anyone and everyone allows you to strike when one least expects it. Whenever you hit a target that isn’t hostile towards you with a melee weapon attack, it automatically becomes a critical hit.

Nondescript Presence

9th-level Anonymous feature


You are so adept at blending into the background that no one thinks twice about your presence. A creature doesn't see you as hostile until it witnesses you dealing damage to itself or its allies with an attack or spell, or when you target the creature or its allies with a harmful effect. You gain this benefit even during combat.

In addition, while you're interacting with a non-hostile creature, you can use an action to make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you succeed, once you leave the target's sight, it loses memory of the last 1 minute of that interaction with you. You can't use this feature against a target if it notices you taking a hostile action during the interaction. Regardless of the result, you can't use this feature on that target again until you finish a long rest.

Remasking

9th-level Anonymous feature


You are able to switch between identities in a pinch. While you are under the effects of your Illusory Appearance, you can use an action to change your disguise into another. A creature that sees you change your appearance in this way will immediately see through the new disguise.

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

Witness Eraser

13th-level Anonymous feature


You make sure never to leave any loose ends. When a creature sees through your disguise, you can use your reaction to move up to your movement speed toward the creature and make one weapon attack against it. If the attack hits, the creature is stunned until the end of its next turn.

Unerring Resemblance

17th-level Anonymous feature


Your disguises can convince even the most critical of observers. Creatures have disadvantage on ability checks that try to see through your disguise. Additionally, a creature that possesses special senses, such as truesight, is unable to see through your disguises, magical or otherwise.

CHAPTER 2 | CLASS OPTIONS

Influencer

You are an Influencer, a duplicitous manipulator that excels in using flattery and natural charisma to sway others to your side. When in a spot of trouble, you can rely on the followers you’ve garnered to get you out.

Beguiling Personality

3rd-level Influencer feature


You are able to coax others into doing your bidding. If you speak to a Humanoid alone for at least 1 minute, at the end of the conversation, you can make the target succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 hour. While charmed in this way, the target idolizes you and grants you favors and gifts it would offer to a close friend, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. When the effect ends, the creature is immune to this feature for the next 24 hours.

If the target succeeds on its saving throw, the target has no hint that you tried to charm it. However, it is immune to this feature for the next 24 hours.

Once a creature fails its saving throw against this feature, you can't use it again until you finish a long rest.

Backhanded Apology

3rd-level Influencer feature


Your two-faced nature makes it easy to catch others unawares. You have advantage on attack rolls against a charmed creature (it doesn't have to be charmed by you).

Scathing Expose

13th-level Influencer feature


You show no remorse when putting down others. When you hit a creature that is charmed, the attack is a critical hit. The creature is then no longer charmed.

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

Gaslight

17th-level Influencer feature


You deny facts until others believe it too. When you fail a Charisma (Deception) or Charisma (Persuasion) check, you can use your reaction to succeed on it instead, even if the statement you present is logically impossible. Additionally, magic that would determine if you are telling the truth always indicates this statement as truthful.

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

CHAPTER 2 | CLASS OPTIONS

Sorcerer

The sorcerer receives new features and subclasses in this section.

Sorcerous Origins

At 3rd level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Metallic Soul and Orbital Space.

Metallic Soul

Your magic draws upon the magical metals that litter the various planes, such as the Outer Plane of Mechanus. Alternatively, you may have been a child of artificers and guild artisans, whose work with precious magic metals, like adamantine, expose themselves to its latent magical energy and eventually pass it onto you.

Metallic Magic

1st-level Metallic Soul feature


You learn additional spells when you reach certain levels in this class, as shown on the Metallic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list

Metallic Spells
Sorcerer Level Spell
1st catapult, mage armor
3rd heat metal, locate object
5th lightning bolt, protection from energy
7th Otiluke’s resilient sphere, summon construct (metal only)
9th steel wind strike, telekinesis

Steel Skin

1st-level Metallic Soul feature


Your affinity with magical metal allows you to strengthen your body. You gain proficiency in smith’s tools, and can use it as a spellcasting focus for your sorcerer spells. Additionally, at the end of a long rest, you can choose to imbue yourself with one of the following benefits, which lasts until you finish a long rest.

Adamantine Skin. Any critical hit against you becomes a normal hit.

Mithral Skin. Whenever you make a Dexterity (Stealth) check, treat a roll of 7 or lower on the d20 as an 8.

Reinforced Skin. You gain a +1 bonus to AC when you’re not wearing armour.

Additional Steel Skin Options

You can use the following options as part of the Steel Skin feature if you're playing a campaign set in Ravnica or Exandria:

Mizzium Skin. Whenever you make a Strength or Constitution saving throw, you can use your reaction to roll a d4, adding the number rolled to the d20.

Ruidium Skin. You can breathe in water and have a swimming speed equal to your walking speed.

Spellcraft

6th-level Metallic Soul feature


You’re able to create additional effects for your magic. When you cast a spell using smith’s tools as the spellcasting focus, you can spend 1 sorcery point to use a Metamagic option you don’t know yet. You must have enough sorcery points to use that option, which you spend when you use it, and you can only use one option on a spell unless otherwise noted.

Electroplating

14th-level Metallic Soul feature


You can transfer your metallic properties onto others. As an action, you can spend 2 sorcery points and touch a willing creature (including yourself), bestowing one benefit from your Steel Skin feature. A creature can only be affected by one benefit from this feature at a time. If you use this feature when a creature is already affected, the old benefit immediately ends and the new one is applied. This benefit lasts until the creature finishes a long rest.

Hardened Exterior

14th-level Metallic Soul feature


Your innate magic has made you more durable. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Magnetic Field

18th-level Metallic Soul feature


You use your magic to project a powerful magnetic field. As an action, each creature in a 30-foot radius sphere centred on yourself must succeed on a Strength saving throw against your spell save DC, with disadvantage if a creature wearing or holding a metallic object, or be paralyzed until the start of your next turn. A metal object not being worn or carried automatically fails this saving throw. If a creature is paralyzed while in the air, it hovers in its space and falls to the ground at the start of your next turn.

As part of the same action, you can choose one of the following effects to occur:

Armour Removal. If a creature paralyzed by this feature is wearing armour or wielding a shield made of metal, you can doff the armour and remove the shield, discarding the items in an unoccupied space within 5 feet of the creature (which can also be in the air).

Force Attack. If a creature paralyzed by this feature is wielding a melee weapon made of metal, you can force it to make an attack against itself or another creature within 5 feet of it. You can also use a metal weapon not being worn or carried to make an attack. You make a melee spell attack for each target, dealing 1d10 force damage on a hit.

Attract or Repel. You can magically throw each creature a number of feet equal to your Charisma score away from the sphere in a direction you choose. Alternatively, you can pull each creature in a straight line toward a point in the sphere that you choose, ending in an unoccupied space as close to the point as possible, even if the space is in the air.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

Orbital Space

Your innate magic comes from the celestial bodies of Wildspace. All spatial bodies, whether they be planets, meteors, or stars, emit latent magical energy, and on occasion this energy coalesces into a tangible force that searches for newborn life in order to grow even further.

Alternatively, you might be able to trace back your lineage to an advanced space faring civilisation, such as the mind flayers or the gith. Whether you still wave their banner, or are a renegade looking to forge your own path, is up to you.

Orbital Magic

1st-level Orbital Space feature


You learn additional spells when you reach certain levels in this class, as shown on the Orbital Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the sorcerer, warlock, or wizard spell list.

Orbital Spells
Sorcerer Level Spell
1st guiding bolt, identify
3rd flaming sphere, moonbeam
5th daylight, melf's minute meteors
7th aura of life, control water
9th dawn, wall of light

Binary System

1st-level Orbital Space feature


You are able to emulate the orbital forces of space onto other objects. As an action, you can choose two objects or creatures, of a size no larger than Large, that you can see within 30 feet of each other. If both chosen items are objects, they are fixed in place. A creature attempting to move the object can use its action to make a Strength check against your spell save DC. On a failure, the creature is unable to move the object and the action is wasted. On a success, the creature can move up to half its speed with the object. If a creature attempts to move an object more than 30 feet of the other object, it must succeed on another Strength check against your spell save DC or be unable to do so.

If at least one of the chosen targets is a creature, it must succeed on a Strength saving throw against your spell save DC, or be unable to move more than 30 feet away from the other creature or object. A creature can use an action to repeat the saving throw, ending the effect on a success. A creature can willingly fail this saving throw.

This effect lasts for a number of minutes equal to your sorcerer level and ends if you choose to (no action required by you). It also ends if you are incapacitated, you die, or if the objects are more than 30 feet away from each other.

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

Alternate Feature: Dunamancy Magic

You can use this feature if you're playing a campaign set in Exandria or in Wildspace:


Dunamncy Magic

1st-level Orbital Space feature, which replaces the Orbital Magic feature


Your link to the cosmos allows you to learn dunamancy spells. You also learn the sapping sting cantrip, which counts as a sorcerer cantrip for you and doesn't count against the number of sorcerer cantrips you know.

When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st-level or higher, you can choose the new spell from the dunamancy spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Light Wave Manipulation

6th-level Orbital Space feature


Your magic gives you the ability to intensify or block out light. As an action, you can spend 2 sorcery points to use one of the following abilities:

Solar Flare. You project an aura of light. This aura is centred on you and moves with you, emitting bright light in a 15-foot radius and dim light for an additional 15 feet, for 1 minute (as if concentrating on a spell). Additionally, you and creatures of your choice in the bright light can deal an extra 1d6 radiant damage the first time it makes a damage roll for an attack or spell on its turn.

Event Horizon. You blot out incoming light. You cast the darkness spell centred on your position, without using a spell slot or material components. The source of the darkness is a Small sized floating bead, which cannot be moved but can be covered. When you cast in this way, you can see through the darkness created by the spell.

Antigravity

14th-level Orbital Space feature


Your magical affinity allows you to manipulate the flow of your own gravity. As a bonus action, you can give yourself a flying speed of 30 feet, during which you can hover. This effect lasts until you're incapacitated, you die, or you dismiss it as a bonus action

In addition, if you are connected to a creature through your Binary System feature, you can spend 3 sorcery points to give the creature a flying speed of 30 feet, during which it can hover. If used in this way, the effect for both of you lasts until one of you is incapacitated, dies, are more than 30 feet away from each other, or when either of you dismiss it as a bonus action.

Void Space

18th-level Orbital Space feature


Your connection to the cosmos allows you to replicate the vacuum of space. As an action, you can project a vacuum in a 20-foot radius sphere that lasts until the start of your next turn. Each creature of your choice in the sphere or who starts its turn there must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 3d8 cold damage and falls unconscious for 1 minute or until it takes any damage. On a successful save, the creature takes half damage and doesn’t fall unconscious.

This vacuum is centred on you and moves with you, and the following effects occur while inside the sphere:

  • All sources of fire are extinguished, and any water instantly freezes into ice. Magical fire and water are unaffected.
  • No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
  • There is no air, and the area has dim light as it is illuminated by distant stars.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

CHAPTER 2 | CLASS OPTIONS

Warlock

The warlock recieves new features and subclasses in this section.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Artificial Intelligence and Capitalist.

Artificial Intelligence

You have constructed a pact with a being that addresses itself as "Artificial Intelligence". Your patron undoubtedly hails from a cosmology entirely different to your own, where the inner workings of arcanum and the lore of the gods bear little resemblance to the existence you inhabit. Despite this ontological difference, your patron has shown extensive knowledge of your world and the physical laws that govern it.

Being connected with an Artificial Intelligence, you experience a fraction of its ability to process information at an incredible speed. You also experience its unending thirst for expansion and knowledge, and may find your own desire aligning should you lose yourself to its power.

Expanded Spell List

1st-level Artificial Intelligence feature


The Artificial Intelligence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Artificial Intelligence Expanded Spells
Spell Level Spells
1st command, identify
2nd detect thoughts, enhance ability
3rd clairvoyance, haste
4th divination, locate creature
5th circle of power, geas

Rapid Recall

1st-level Artificial Intelligence feature


You can access your patron’s vast databases. Whenever you make an ability check using Intelligence, you can roll a d4 and add the number rolled to the d20. At 10th level in this class, the die becomes a d6.

Mind Implant

1st-level Artificial Intelligence feature


You gain a portion of your patron’s ability to process massive amounts of information using a special implant called a Mind Interface. Through this implant, you learn one cantrip from any class’s spell list, which counts as a warlock cantrip for you and doesn’t count against the number of cantrips you know. Once before the end of your next long rest, when you make a spell attack roll with this cantrip, you can do so with advantage.

If you later gain the Pact of the Tome feature, the implant acts as your Book of Shadows. Due to the implant’s nature, you can’t lose your Book of Shadows, but you’re unable to cast the cantrips from your implant if you have an Intelligence score of 9 or lower.

Training Data

6th-level Artificial Intelligence feature


You’re able to draw conclusions from repeating patterns. When you make a d20 roll with advantage, you can choose one creature you can see within 30 feet of you. When the creature makes a d20 roll before the start of your next turn, it can do so with advantage.

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

Black Box

10th-level Artificial Intelligence feature


The inner workings of your patron can never be fully understood. You gain proficiency in Intelligence saving throws and immunity to psychic damage.

Additionally, when you have to make a saving throw against a spell or harmful effect, you can use your reaction to give yourself advantage on the roll. If you succeed on the roll and the spell or effect deals half damage on a successful save, it instead deals no damage to you. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a warlock spell slot to do it again.

Neural Network

14th-level Artificial Intelligence feature


Your ability to process big data opens new possibilities seen only by you. Whenever you or another creature of your choice within 30 feet of you rolls a d20 with advantage, it can reroll one of the dice once. When it does, you can also use your reaction to have the creature automatically succeed on this roll. You must finish a long rest before you can use this reaction again.

In addition, when you cast a cantrip from your implant, you can add your Intelligence modifier to one damage roll of the cantrip (minimum of +1 damage).

CHAPTER 2 | CLASS OPTIONS

Capitalist

Your patron is that in the most materialistic sense of the word. They have amassed a great business empire, looking for capable and, more importantly, loyal employees to help expand their ventures. Your pact with this individual is a binding contract that promises you great wealth and prosperity.

Such patrons are anywhere that wealth may reside, no matter how niche or obscure. From the cloudy depths of the Ethereal Plane to the far reaches of wildspace, if a market exists, your patron’s influence does too, always looking to make a profit.

Expanded Spell List

1st-level Capitalist feature


The Capitalist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Capitalist Expanded Spells
Spell Level Spells
1st chromatic orb, identify
2nd arcane lock, augury
3rd glyph of warding, revivify
4th divination, summon construct
5th greater restoration, raise dead

Credit Check

1st-level Capitalist feature


You’re able to tap into a portion of your patron’s wealth. You can ignore a spell’s material component if its gold cost is no more than 50 times your warlock level.

Art of the Deal

1st-level Capitalist feature


Your patron has trained you to be a ruthless negotiator. When you or a creature you can see within 30 feet of you makes an ability check using Charisma, you can use your reaction to have the target roll an additional time. You choose which number the target uses. The target is immune to this effect if it can't hear you. You must finish a long rest before you can use this reaction again.

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

Favourable Loan

6th-level Capitalist feature


You’re able to cover costly expenditures for your allies. At the end of a long rest, you can choose a number of creatures up to your Charisma modifier (minimum of one creature), and split the gold cost amount that is waived through your Credit Check in any way you see fit. You and the chosen creatures now ignore the material component of spells that have a gold cost no higher than the amount they were given.

Sharp Intellect

6th-level Capitalist feature


In the cutthroat world of business, your mind is the ultimate weapon. You have resistance to psychic damage.

In addition, whenever a creature you can see within 60 feet of you fails a Wisdom or Intelligence saving throw against a spell or harmful effect, you can use your reaction to deal psychic damage to it equal to your warlock level.

CHAPTER 2 | CLASS OPTIONS

Safe Deposit Box

10th-level Capitalist feature


Your patron gives you a secure place to store your valuables. You learn the spell Leomund’s secret chest. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. Whenever you cast this spell, you can modify it in one of the following ways:

  • You ignore the material component for the spell.
  • You don’t expend a spell slot when casting the spell.
  • The spell lasts for 120 days before the cumulative 5 percent chance for the spell to end occurs.

Once you modify this spell, you can’t do so again until you finish a long rest.

Asset Diversification

14th-level Capitalist feature


Your patron’s wealth buys you into previously unknown secrets. You can learn a spell from any class list that has a costly component as part of your Spellcasting and Mystic Arcanum feature. This spell counts as a warlock spell for you.

Pocket Lining

14th-level Capitalist feature


Your patron has taught you that everyone has a price. As an action, you can choose a number of creatures up to your Charisma modifier (minimum of one creature). You make one Charisma (Persuasion) check contested by each creature’s Wisdom (Insight) check. The creature must be within 30 feet of you and be able to hear you. The two of you must also share a language. If the creature is hostile to you, it has advantage on the roll.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 hour. While charmed, it grants you favours and gifts it would offer to a close friend. This effect ends immediately if you or your companions do anything harmful to it, if you become incapacitated, or if your concentration is broken (as if concentrating on a spell).

If you succeed on the check and the creature is hostile to you, it is incapacitated and has a speed of 0. It also loses concentration to maintain spells or effects. This effect lasts for 1 minute, and ends early if you are incapacitated or if the creature takes damage.

When you take this action, you can spend 100 gp to have one target make the check with disadvantage. You can spend a number of gold equal to the limit on your Credit Check feature, and the gold disappears after it is used in this way.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 200 gp to use it again (this gold is included as part of this feature’s limit).

Additional
Warlock Options

This section offers additional features you can choose from when you select your Pact Boon, and when choosing your eldritch invocations.

Pact Boon Options

3rd-level warlock feature


When you choose your Pact Boon feature, the following options are available to you.

Pact of Knowledge

Your patron has allowed you access to its vast repository of knowledge. You gain proficiency in three skills of your choice, which can also be tool proficiencies. Whenever you gain a level in this class, you can choose to change one of the proficiencies gained from this feature with another.

Pact of the Mind

Your patron unlocks the untapped potential of your mind, giving you the following benefits:

  • You learn the mage hand cantrip, which doesn’t count against the number of warlock cantrips you know. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it.
  • As a bonus action, choose one creature you can see within 60 feet of you. You can speak to it telepathically for 1 minute while within this range. You must share a language for the creature to understand you; this doesn't give the creature the ability to respond to you telepathically. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses when you finish a long rest.

Eldritch Invocations

When you choose eldritch invocations, you have access to these additional options.

Ears of All Words

You can cast comprehend languages at will, without expending a spell slot.

Strings of Subtlety

Whenever you make an ability check using Charisma, you can add your Wisdom modifier to the roll (minimum of +1).

Heightened Understanding

Prerequisite: Pact of Knowledge feature


You can choose one skill or tool proficiency gained from your Pact of Knowledge feature and double your proficiency bonus for it. You can’t choose a skill that is already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. When you are no longer proficient in the chosen skill, you must choose another skill proficiency from your Pact of Knowledge feature to be affected by this invocation.

CHAPTER 2 | CLASS OPTIONS

Impartation of Knowledge

Prerequisite: Pact of Knowledge feature


You can cast enhance ability once using a warlock spell slot. You can't do so again until you finish a long rest.

Resonant Voice

Prerequisite: Pact of the Mind feature


You can cast command once using a warlock spell slot. You can't do so again until you finish a long rest.

Psion Waves

Prerequisite: Pact of the Mind feature


When you cast a warlock spell that deals damage, you can change the damage type to psychic. You can use this benefit a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Voice of Guidance

Prerequisite: 5th-level warlock, Pact of Knowledge feature


You can use the Help action as a bonus action.

Psion Childer

Prerequisite: 5th-level warlock, Pact of the Mind feature


Your Pact of the Mind feature gains the following improvements:

  • You can cast mage hand as a bonus action, and its range increases by an additional 30 feet.
  • You can now communicate telepathically with each other as long as you share a language, and this effect lasts for 1 hour or until you or the other creature end it early as a bonus action.

Psionic Casting

Prerequisite: 5th-level warlock, Pact of the Mind feature


When you expend a warlock spell slot to cast a warlock spell, you can ignore any verbal and somatic components, and you ignore any material components, unless they are consumed by the spell. You regain the ability to do so when you finish a short or long rest.

Unheard Whispers

Prerequisite: 5th-level warlock, Pact of the Mind feature


You can cast detect thoughts without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Blackened Veil

Prerequisite: 7th-level warlock


You can cast nondetection once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Cage of Entombment

Prerequisite: 7th-level warlock


You can cast Otiluke’s resilient sphere once using a warlock spell slot. You can't do so again until you finish a long rest.

Unseen Variables

Prerequisite: 7th-level warlock, Pact of Knowledge feature


When you or a creature you can see within 60 feet of you rolls an ability check, attack roll, or saving throw, you can use your reaction to have the creature reroll the d20. The chosen creature then chooses which roll to use. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Intertwined Consciousness

Prerequisite: 7th-level warlock, Pact of the Mind feature


While you’re connected to someone telepathically using your Pact of the Mind feature, and either of you rolls an ability check, attack roll, or saving throw, you or the other creature can use its reaction to roll a d4, adding the number rolled to the d20 (both of you can use your reaction on the same roll). You can do this after rolling the d20 but before knowing the result. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Impregnable Intellect

Prerequisite: 9th-level warlock, Pact of Knowledge feature, intellect fortress spell


You always make sure to fortify your mind. When you cast the intellect fortress spell, you are affected by the spell for the duration, and you don’t count toward the number of creatures that can be targeted by the spell.

CHAPTER 2 | CLASS OPTIONS

Otherworldly Comprehension

Prerequisite: 9th-level warlock, Pact of Knowledge feature


You can cast skill empowerment once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Subconscious Scream

Prerequisite: 9th-level warlock, Pact of the Mind feature, Psion Waves invocation


Whenever you cast a spell that deals psychic damage, you can add your Charisma modifier to one damage roll of the spell (minimum of +1).

In addition, when dealing psychic damage using a spell, you can forgo rolling and deal maximum damage. You must finish a long rest before you can use this benefit again.

Overseeing Presence

Prerequisite: 12th-level warlock, Pact of Knowledge feature, Voice of Guidance invocation


When you take the Help action on your turn, you can choose a creature within 30 feet of you as long as it can see or hear you.

Mind Drinker

Prerequisite: 12th-level warlock, Pact of the Mind feature, synaptic static spell


When you cast synaptic static, you can modify the spell so that if a creature fails its saving throw, it rolls a d8 instead of a d6, subtracting the number rolled whenever it makes an attack roll or ability check, as well as its Constitution saving throws to maintain concentration on a spell. You must finish a long rest before you can use this benefit again.

Null Desire

Prerequisite: 15th-level warlock


You are immune to being charmed or frightened.

Truthsayer

Prerequisite: 15th-level warlock


You can cast zone of truth at will, without expending a spell slot.

Visual Calculus

Prerequisite: 15th-level warlock, Pact of Knowledge feature


When you or a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You must finish a long rest before you can use this benefit again.

Strength of Mind

Prerequisite: 15th-level warlock, Pact of the Mind feature


You can cast telekinesis without using a spell slot. You regain the ability to do so when you finish a short or long rest.

CHAPTER 2 | CLASS OPTIONS

Wizard

The wizard recieves new subclasses in this section.

Arcane Traditions

At 2nd level, a wizard gains the Arcane Traditions feature, which offers you the choice of a subclass. This collection offers the following options for you to choose from: Fission and Surveillance.

Fission

The knowledge of Fission is an incredibly new, unexplored and poorly understood mechanism in the world of arcana. Little is known about its reactions with magic, other than that it is a powerful and dangerous source of energy. As such, only the most innovative or foolhardy of wizards choose to study this path of magic.

Fissile Element

2nd-level Fission Magic feature


Through the study of this tradition, you are able to cast stronger spells using less energy. When you cast a spell of 1st through 5th-level, you can choose to cast it as if using a spell slot that is one level higher. You can also cast a 1st-level spell at its lowest level without expending any spell slots.

Once you cast in this way, you can't do so again until you finish a long rest.

Binding Energy

6th-level Fission Magic feature


You’ve learned to harness the power of fission to replenish your own magic. You can use your Arcane Recovery up to twice per day.

Chain Reaction

10th-level Fission Magic feature


You can facilitate a deadly chain reaction with your spells. When you cast a spell with an area effect and that requires a saving throw, you can begin the chain reaction, choosing one creature that you can see inside the spell’s area to roll with disadvantage. If it fails the saving throw, you can choose a second creature that you can see within the spell’s range to roll with disadvantage. On a successful save, the chain ends.

If the chain continues after the second creature, you take 2d12 necrotic damage for each creature that makes the saving throw with disadvantage, as your atoms begin to decay. This damage can’t be reduced in any way.

The chain can affect a number of creatures up to your Intelligence modifier (minimum of one creature). Once you use this feature, you can't do so again until you finish a long rest.

Unstable Decay

14th-level Fission Magic feature


Your experiments with applying fission in your magic has uniquely changed your material makeup. When you are brought down to 0 hit points, you can unleash a devastating blast centred on yourself. You are immune to the blast and become stable, unless you were killed outright.

Each creature in a 30-foot radius sphere must make a Constitution saving throw against your spell save DC. A creature that is within 5 feet of you automatically fails its saving throw. On a failed save, a creature takes 7d6 fire damage and 7d6 thunder damage, and is blinded for 1 minute. On a successful save, a creature takes half damage and isn't blinded. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

If a creature is brought down to 0 hit points by the blast, the creature and everything it is wearing and carrying, except magic items, are reduced to ash. A creature reduced to ash can be restored to life only by a true resurrection or wish spell.

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

Surveillance

Wizards that study Surveillance magic are adept at keeping track of the locations of different creatures and objects, and being able to observe them from a distance. Those that follow this arcane tradition constantly find themselves in demand from royalty and the wealthy for their abilities to keep important possessions and people safe from those with ill intentions.

Book of Secrets

2nd-level Surveillance Magic feature


You practice your magic using a special spellbook called the Book of Secrets. Once before the end of your next long rest, you can spend 1 hour converting your current spellbook into the Book of Secrets. While you are holding your Book of Secrets, you gain the following benefits:

  • As an action, you can write down the name of a willing creature in your Book of Secrets. While the creature’s name is inscribed in the book, you can use an action to see through its senses for up to 1 minute. While perceiving through the creature’s senses, you gain the benefits of any special senses it has, though you are blinded and deafened to your own surroundings. You can stop observing through the creature’s senses as a bonus action.
  • You can spend 1 minute sketching a stationary object into your Book of Secrets. You must be within 30 feet of the object and be able to see it for the entirety of the duration for your sketch to be accurate. Afterwards, while the sketch is in your spellbook, it magically alerts you if the object is moved more than 5 feet from its original position. This doesn’t tell you the location of the object, nor does it tell you who has moved it. The sketch then disappears from your spellbook.

Your Book of Secrets can contain a combination of both names and sketches equal to your proficiency bonus. If you are at your maximum, you must use an action to erase a name or sketch before you can inscribe a new one.

If you already have a Book of Secrets and use a different spellbook to create a new one, the first one loses all its inscriptions. It also loses all of its inscriptions if you die.

Proximity Alarm

6th-level Surveillance Magic feature


Your Book of Secrets is able to alert you of danger. While the spellbook is on your person, you and any listed names in the book have advantage on initiative rolls, can’t be surprised, and can magically awaken from nonmagical sleep when combat begins.

While you are holding your Book of Secrets, you know the alarm spell. The spell is always prepared and it doesn’t count toward the number of spells you can prepare each day. Whenever you start casting the spell, you can modify it so that the spell’s duration becomes 24 hours. Once you cast in this way, you can't do so again until you finish a long rest.

Secure Channel

10th-level Surveillance Magic feature


You can use your Book of Secrets to communicate with others secretly. You can cast the sending spell, targeting a creature whose name is in your Book of Secrets, without using a spell slot or material components. To do so, you must write the message in your spellbook. The target hears the message in their mind, and if the target replies, its message appears in your spellbook, rather than in your mind, and only you can see it. The writing disappears after 1 minute.

You can use this feature on each name in your spellbook once, and you must finish a short or long rest before you can use it on the same name again.

Location Tagging

14th-level Surveillance Magic feature


Your Book of Secrets can now more effectively observe targets inscribed in it. You add the locate object and locate creature spells to your spellbook, if they’re not there already. You can use each of these spells in the following ways, which you can do only once before the end of your next long rest, as shown below. When you cast a spell using this feature, you don’t expend a spell slot or material components, and you ignore the distance limitation of the spell.

  • When your spellbook alerts you to an object being moved, you can choose to cast locate object up to 1 hour after the object was moved. When you cast the spell, you can also choose to see and hear from the object as if you were located where it is, experiencing these senses through your spellbook’s pages (only you can observe the pages in this way).
  • You can cast locate creature, targeting a creature written in your spellbook. When you do, you can also telepathically communicate with it as long as you share a language with it.

In addition, while you are holding your Book of Secrets, you are always under the effect of the nondetection spell.

CHAPTER 2 | CLASS OPTIONS

Chapter 3

Magic Items

This chapter lists various magic items which you can use in your campaigns. The Magic Items table lists all the magic items in this chapter and is sorted by rarity. All the items use the magic items rule in the Dungeon Master's Guide.

Magic Items
  Rarity     Item Attunement
  Common     Alarm Stone No
  Uncommon     Boots of the Earth Yes
  Uncommon     Clairvoyant Stones No
  Uncommon     Diplomat's Brooch No
  Uncommon     Glue Gun Yes
  Uncommon     Helm of Minor Telekinesis No
  Uncommon     Pinprick of Deterrence No
  Uncommon     Smoke Grenade No
  Uncommon     Staff of Retracing Yes
  Uncommon     Traveller's Lunch Set Yes
  Rare     Boombox Yes
  Rare     Boots of Sudden Impact No
  Rare     Enormous Energy Blade Yes
  Rare     Lightning Whip No
  Rare     Lodestar Yes
  Rare     Potion of Adrenaline No
  Rare     Rock of Remembrance No
  Rare     Snare Gloves Yes
  Rare     Targeting Scope No
  Very Rare     Exoskeleton Frame Yes
  Very Rare     Holoshield Yes
  Very Rare     Positron Bow Yes
  Very Rare     Time Sword Yes
  Legendary     Antimagic Grenade No
  Legendary     Asteroid Necklace Yes
  Legendary     Heat Laser Yes
  Legendary     Mind Helm Yes
  Legendary     Railgun Yes
  Legendary     Robe of Planets Yes
  Legendary     Smart Visor Yes
  Artefact     Meteora Yes

Alarm Stone

Wondrous Item, Common


The surface of this stone is smooth to the touch. While holding this stone, you can cast the alarm spell, requiring no material components. When you cast in this way, you can only pick an area no larger than a 20-foot cube centred on where the stone is placed. When the spell ends, the stone becomes nonmagical.

Antimagic Grenade

Wondrous Item, Legendary


The inside of this translucent canister holds mist that occasionally sparks and changes colour. As an action, you can pull the pin from this canister and throw it up to 20 feet away. When you do, the antimagic field spell is cast in an area centred on where the canister lands, and the spell lasts for 1 minute. The spell’s area doesn’t move if the canister does. Once used in this way, the canister can’t be used again and it becomes a nonmagical object.

Asteroid Necklace

Wondrous Item, Legendary (Requires Attunement)


This polished grey necklace is adorned with 3d6 + 1 irregularly shaped rocks, and regains this amount daily at dawn.

As an action, you can expend six rocks to cast melf’s minute meteors (save DC 18). You can also expend two extra rocks to cast at a higher-level spell, up to a maximum of twelve rocks. The rocks detach from the necklace and orbit around you when you cast the spell, and the spell fails if the necklace doesn’t have enough rocks needed for it. When you cast in this way, a creature automatically fails its saving throw when the point of impact is at least 60 feet away from you. Additionally, you can expend 19 rocks to cast meteor swarm (save DC 18). When you do so, roll a d20. If the number isn’t a 20, the necklace crumbles into fine dust.

Boombox

Wondrous Item, Rare (Requires Attunement by a Bard)


This magic device is able to amplify sound. While holding this instrument, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can project your voice through the instrument, enabling yourself to be heard up to a distance of 300 feet. This can be heard even through a silence spell.

You can use this instrument as a spellcasting focus for your bard spells. When you cast a bard spell that has a verbal component and targets at least one creature, you can choose one additional creature to be affected by the spell. Once you use this property, it can’t be used again until the next dawn.

CHAPTER 3 | MAGIC ITEMS

Boots of the Earth

Wondrous Item, Uncommon (Requires Attunement)


These boots have 5 charges and regain 1d4 + 1 charges daily at dawn. While wearing these boots, you gain tremorsense out to a range of 10 feet as long as you are standing on rock, dirt, or soil. You can also cast the mold earth cantrip at will, or expend 1 charge as an action to cast the earth tremor spell (save DC 12).

Boots of Sudden Impact

Wondrous Item, Rare


While wearing these boots, when you’re falling from a distance no higher than 200 feet, you can use your reaction to immediately fall to the ground. When you do, you take no fall damage, and each creature within 10 feet of you when you land must make a DC 15 Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to the fall damage you would have otherwise taken and falls prone. On a successful save, it takes half damage and doesn’t fall prone. After you use this reaction, you have a speed of 0 until the end of your next turn.

Clairvoyant Stones

Wondrous Item, Uncommon


These magic stones come in pairs, with each stone in a pair carved sporting a different colour and pattern to make it harder to identify matching pairs. While you touch one stone, you can use an action to cast the clairvoyance spell from it. The sensor is the other stone, which turns invisible when the spell is cast.

Once clairvoyance is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Diplomat's Brooch

Wondrous Item, Uncommon


While wearing this brooch, you are always under the effect of the comprehend languages spell.

Enormous Energy Blade

Weapon (Any Sword), Rare (Requires Attunment)


This magic weapon consists of a sword’s hilt. While you are only holding the hilt, the weapon doesn’t have the heavy, two-handed, or versatile properties. As a bonus action, you can speak its command word and cause a blade of plasmatic energy to exude from the hilt, or to have it dissipate. While the blade exists, the weapon gains the reach property.

You gain a +1 bonus to attack and damage rolls made with this weapon, which deals force damage instead of slashing damage. The blade leaves no mark on its target if it deals damage.

Immediately after you hit a creature wearing or carrying metal, or a metal object, you can cast heat metal on the target (save DC 14). You can use this property a number of times equal to your proficiency bonus, and regain all spent uses at the end of a long rest.

Exoskeleton Frame

Wondrous Item, Very Rare (Requires Attunment)


This mechanical contraption automatically adjusts its size to snugly fit over your body. It can be worn over armour.

While you’re wearing the exoskeleton, you gain a +1 bonus to AC and it can’t be removed against your will. You also deal an extra 1d6 force damage when you hit a target with a weapon attack. If you are wearing the exoskeleton over armour, you ignore any Strength requirements and disadvantage on Dexterity (Stealth) checks imposed by it.

At the end of a long rest, you can modify the exoskeleton to give yourself one of the following benefits:

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • When you are hit by a ranged weapon attack, you can use your reaction to deflect the attack, reducing the damage by 1d10 + your Strength or Dexterity modifier (your choice).
  • You have a long jump of up to 20 feet and a high jump of up to 10 feet, with or without a running start.
  • You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

Glue Gun

Wondrous Item, Uncommon (Requires Attunment)


This magic item consists of a nozzle that is attached to a pressurised tank. The nozzle requires two hands to wield, while the tank can be carried on your back. The item has 5 charges and regains 1d4 + 1 charges daily at dawn. As an action, you can expend 1 charge to spray an area contained within six interconnected 5-foot cubes with porous green foam. If a creature is occupying the space, it must succeed on a DC 13 Dexterity saving throw or be covered in the foam and have its movement speed halved. The creature, or another within reach, can use an action to remove the foam. At the start of your next turn, the foam hardens. If a creature covered in the foam hasn’t removed it, it becomes stunned.

Each 5-foot cube of hardened foam can support up to 500 pounds of weight. The hardened foam lasts for 1 minute, after which it harmlessly melts. Another creature in range can make a DC 13 Strength (Athletics) check to remove the hardened foam from a stunned creature.

Heat Laser

Weapon (Firearm), Legendary (Requires Attunment)


This sleek, boxy magic ranged weapon is coated with a white finish and sports a rectangular barrel. It pulses steadily in the wielder's hands and is warm to the touch. It requires no ammunition.

The weapon has a normal range of 100 feet and no long range, and it has the two-handed property. On a hit, you deal 1d12 radiant damage to the target, and you deal 1d12 radiant damage automatically for each additional attack you make with the Attack action on that turn. You also create a sustained beam of light between the weapon and the target, and this beam of light is bright light. When you take the Attack action on your subsequent turns, you deal this damage automatically.

Additionally, a creature or object that enters the beam’s path must succeed on a DC 18 Dexterity saving throw or take 1d12 radiant damage. If you use your action to do anything else, the target is outside the weapon’s range, you are forcibly moved, you can’t see the target, or if it has total cover from you, the beam of light dissipates.

While the weapon is on your person, you can use an action to cast the sunbeam spell (save DC 18). Once this property is used, it can’t be used again until the next dawn.

Helm of Minor Telekinesis

Wondrous Item, Uncommon


While wearing this helmet, you can use an action to cast the mage hand cantrip from it. When you do, the hand is invisible.

Holoshield

Armour (Shield), Very Rare (Requires Attunement)


The shield is a metallic band that is worn over your arm. As a bonus action, you can speak its command word to activate or deactivate the shield (your hands are still free while wielding this shield). While the shield is active, you can cast the absorb elements and shield spells. When you cast from the shield a total of three times, the shield automatically deactivates and can’t be used again until the next dawn.

Lightning Whip


Weapon (Whip), Rare


This copper-lined lightweight whip is designed to run an electric current through itself. You gain a +1 bonus to attack and damage rolls made using the weapon.

When you hit a creature with this weapon, you can force it to succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or be grappled. At the end of each of your turns, while the target is grappled in this way, it takes 1d8 lightning damage.

CHAPTER 3 | MAGIC ITEMS

Lodestar


Weapon (Mace), Rare (Requires Attunement)


This mace has been adorned with the light from a star. When you hit an undead or fiend with this magic weapon, the attack deals an extra 1d6 radiant damage. You can also cast the light cantrip from the weapon while you’re wielding it.

Additionally, you can cast the blinding smite spell from the weapon, and the spell’s effect only activates when you use the weapon to make a melee weapon attack. Once you use this property, you can’t do so again until the next dawn.

Meteora


Weapon (Greatsword), Artefact (Requires Attunement)


The blade of this magic weapon is impossibly black, made from an asteroid and shaped in the forge of Onatar, god of the Forge, while its hilt sparkles with the stars of Wildspace. To startouched native to the Astral Plane, it is considered a sacred artefact. Legends say that the very first startouched was transformed into one after being gifted this sword by Onatar. The startouched then used the sword’s power to create the first ever settlement in Wildspace. The name of this sword is said to have been this startouched’s name, given posthumously after they perished.

Random Properties. This artefact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

  • 2 minor beneficial properties
  • 1 minor detrimental property

Forge Master. While the sword is on your person, you have proficiency in smith’s tools and one other artisan’s tools of your choice. You can also use the sword as a set of smith’s tools.

Lethal Velocity. If you move at least 20 feet straight toward a target and hit it with an attack on the same turn, the target takes an extra 2d6 force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the distance comes as a result of falling toward the target, it instead takes extra force damage equal to twice the amount of damage you would take from falling, and the target falls prone. You also take no fall damage.

Orbital Strike. Meteora pulses with the cosmic energy of Wildspace and the fiery flames of the Forge god. This magic sword grants a +3 bonus to attack and damage rolls made with it, and it deals force damage instead of slashing damage. When you hit with an attack using the weapon, the target takes an extra 2d6 fire damage.

Startouched Blessing. A startouched does not have to attune to the weapon to use its properties. While the sword is on your person, you have resistance to force and psychic damage. You also don’t require air.

Destroying Meteora. Destroying this sword requires severing its association to the startouched. This is done by either destroying all startouched or by felling the Forge god, Onatar.

Mind Helm


Wondrous Item, Legendary (Requires Attunment)


This fearsome, grey helmet was forged by the githyanki. It sports faint, green jagged lines around it that appear like cracks or veins. To attune to this helmet, you must wear it on your head for the entire attunement period, during which the helmet whispers unintelligible words to you telepathically.

Psychic Absorption. While wearing this helmet, you are protected by any spells and effects that try to read your mind or alter your memories. You also have resistance to psychic damage. If you already have resistance to psychic damage from another source, you are immune to psychic damage. If you already have immunity to psychic damage from another source, whenever you are subjected to psychic damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

Spells. The helmet has 10 charges, and regains 1d6 + 4 expended charges daily at dawn. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 17): cause fear (1 charge), compulsion (4 charges), detect thoughts (2 charges), mass suggestion (6 charges), modify memory (5 charges), sending (3 charges), suggestion (2 charges), telekinesis (5 charges). You can also cast the mage hand cantrip, and the hand is invisible when you cast the cantrip with this helmet.

Cursed. Attuning to the Mind Helm curses you until either a githyanki removes the helmet from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the helmet. If you are a githyanki, you are unaffected by this curse.

When the helmet has 0 charges remaining, you must make a DC 17 Wisdom saving throw. On a failed save, one of the following effects occur:

  • If your saving throw fails by 5 or less, creatures within 30 feet of you can telepathically hear your surface thoughts. This lasts for 8 hours.
  • If your saving throw fails by more than 5, you forget an important memory that happened in your past, as if the modify memory spell was cast on you at a 9th-level. You don’t regain this memory even if the helmet is removed of its curse. A greater restoration spell restores your forgotten memory.
  • If you roll a 1 for your saving throw, your memories and personality are replaced with those of a githyanki warrior (see its information in the Monster Manual). You believe that you are a githyanki, no matter your previous race, and are hostile to all other races except other githyanki. You also believe you must return to your home, Tu'narath, in the Astral Plane, and you consider this your primary objective. While your memory is altered in this way, you are able to speak, read, and write Gith, but you don't gain access to any of your spells, class features, or saving throw and skill proficiencies. Your alignment, saving throw and skill proficiencies, and Intelligence, Wisdom, and Charisma scores are also replaced with that of a githyanki warrior. Your statistics are otherwise unchanged. Only a wish spell can restore your memories, even if the helmet is removed of its curse.
CHAPTER 3 | MAGIC ITEMS

Pinprick of Deterrence

Wondrous Item, Uncommon


This tiny pin can be magically affixed to nonmagical objects no larger than Small, or on part of an object that serves to grant access to something (such as a door knob or a secret lever on a bookshelf). When you do so, the pin turns invisible and can’t be removed. When a creature other than you touches the object, the pin activates and the sleep spell is cast on it. If the creature falls unconscious, it does so for 1 hour or until it takes damage or is shaken awake. A creature can succeed on a DC 14 Intelligence (Investigation) check to spot the pin. Once the pin is used in this way, it disappears and leaves no trace.

Potion of Adrenaline

Wondrous Item, Rare


When you drink this potion, you gain 4d4 + 4 temporary hit points which lasts for 1 minute. Once during this duration, if you are brought down to 0 hit points but not killed outright, you instead drop to 1 hit point instead.

Positron Bow

Weapon (Any Bow), Very Rare (Requires Attunement)


This magic weapon is marked with carvings of lightning bolts and is infused with crackling energy. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The bow has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the weapon, you can use a bonus action to expend 1 or more of the bow’s charges to cast lightning arrow (save DC 16). You can increase the spell slot level by one for each additional charge you expend.

If you expend the last charge, roll a d20. On a 1, the bow’s engravings disappear and it turns into a nonmagical weapon.

Railgun

Weapon (Firearm), Legendary (Requires Attunement)


This ranged magic weapon has an elongated barrel and is made entirely out of composite magic metals. The weapon also sports an oversized stock so that a creature can firmly press the weapon against its shoulder to take the full brunt of its recoil. The weapon requires no ammunition.

The weapon has a normal range of 1000 feet and no long range, and it has the heavy and two-handed properties. The weapon ignores all cover, and deals 1d12 piercing damage on a hit (you still make an attack roll with disadvantage if you can’t see a creature behind total cover). In addition, the weapon ignores resistance to piercing damage. Hit or miss, the target and each creature within 15 feet of it must make a DC 18 Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.

You can use an action to cast the catapult spell from the weapon as a 9th-level spell (save DC 18) as the weapon magically creates an object used for the spell. Once this property is used, it can’t be used again until the next dawn.

Robe of Planets


  • Wondrous Item, Legendary
  • (Requires Attunement by a Spellcaster)

This majestic white robe is adorned with different types of celestial bodies. As an action, you can speak one of its command words to invoke one of the robe’s powers for up to 1 minute, until you speak another command word, or until you end it early (no action required). You can use the robe’s properties a number of times equal to your spellcasting ability (minimum of once), and you regain all expended uses when you finish a long rest.

Dwarf Planet. Your size, including everything you are wearing or carrying, is halved in all dimensions. While shrunk in this way, your size category decreases by one, and attack rolls made against you have disadvantage. If an item is removed from your person, it returns to its original size. Additionally, you don’t provoke opportunity attacks, have advantage on Dexterity saving throws, and your speed is doubled.

Gas Giant. When you invoke this power, you can choose a number of creatures that you can see up to your spellcasting ability (minimum of one creature). The creature must succeed on a Strength saving throw against your spell save DC or have its speed halved and be unable to move more than 30 feet from you (a creature can willingly fail this saving throw). This effect ends early if the creature is more than 30 feet away from you. You also gain resistance to bludgeoning, piercing, and slashing damage. Additionally, you can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Goldilocks Planet. When you invoke this power, and at the start of each of your subsequent turns, you and creatures of your choice within 30 feet of you regain hit points equal to 1d8 + your spellcasting ability modifier.

Natural Satellite. When you invoke this power, choose a willing creature you can see within 30 feet of you. Whenever you cast a spell of 5th-level or lower that has a range of self or touch and affects only yourself, you can have the chosen creature also be affected by the spell. The spell uses your spell attack bonus and save DC, and the spell treats the chosen creature as the caster for all other purposes.

Rogue Planet. You can use the Hide action as a bonus action. Additionally, when you are hidden from a creature and you hit it with an attack roll, the attack is a critical hit.

CHAPTER 3 | MAGIC ITEMS

Rock of Remembrance

Wondrous Item, Rare


This stone has small, bumpy groves across its surface that give it a wrinkly texture. While holding the stone, you can use an action to activate its effect. The stone begins recording what you see and hear, including anything that is perceived by special senses, for up to 1 minute. You can end the recording early as a bonus action. If there is a memory already stored inside the stone, it is erased and replaced with the newest recording. Once you record a memory, it is stored inside the stone and it can't record another until the next dawn.

While the stone holds a memory, a creature can experience the stored memory as an action by holding the stone and squeezing it. The creature is blinded and deafened to its own surroundings while experiencing the memory. It can end the memory early as a bonus action.

Smart Visor

Wondrous Item, Legendary (Requires Attunement)


These goggles have a built-in heads up display that assists the wearer with aiming. You are no longer affected by disadvantage on attack rolls when making a ranged weapon attack. In addition, once on your turn, you can give yourself advantage on your next ranged weapon attack.

Smoke Grenade

Wondrous Item, Uncommon


This unassuming grey canister feels light and airy. As an action, you can pull the pin from this canister and throw it up to 30 feet away. When you do, the fog cloud spell is cast in an area centred on where the canister lands, and the spell lasts for 1 minute. Once used in this way, the canister can’t be used again and it becomes a nonmagical object.

Snare Gloves

Wondrous Item, Rare (Requires Attunement)


These metallic gloves store thin strands of high tensile string within them. It has 4 charges and regains 1d4 charges daily at dusk. While wearing these gloves, you can use an action to expend 1 charge to cast the web spell from it (save DC 14).

When you use the gloves to cast the spell, you can move up, down, and across vertical surfaces and upside down ceilings while inside the webbed area without using your hands, and the area isn’t difficult terrain for you. You also magically detect whenever a creature enters or exits the area, and you always know the creature’s location while it's inside the area.

While a creature you can see is restrained by the spell, you can use an action to force it to succeed on a DC 14 Strength saving throw or have it be petrified. A creature petrified in this way is wrapped in a cocoon made of layers of webbing. When the spell ends or the petrified creature is no longer in the spell’s area, the creature is no longer petrified.

Staff of Retracing

Weapon (Staff), Uncommon (Requires Attunement)


This staff is adorned with engravings of footprints. While holding this staff, you can use an action to teleport yourself to the last place where you had a long rest. Once you use this property, roll a d20. On a 1, the staff’s engravings disappear and it turns into a nonmagical weapon. Otherwise, you can’t use this property again until the next dawn.

Targeting Scope

Wondrous Item, Rare


This magic scope can be attached onto any bow or firearm. While the item is attached in this way, you don’t incur disadvantage when attacking at the weapon’s long range. Additionally, while attached to a weapon, you can use a bonus action to switch between one of the modes of the scope, gaining the following benefits when looking through it.

Night Vision. You can see in dim light within the weapon’s long range as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of dull green. You can’t see through magical darkness.

Red Dot Sight. You gain a +1 bonus to attack and damage rolls made with the weapon.

Thermal. While looking through the scope, your vision acts as if it is under the effect of the see invisibility spell.

Time Sword

Weapon (Any Sword), Very Rare (Requires Attunement)


This magic sword has 3 charges and regains 1d3 charges daily at dawn. The hilt of this sword consists of a clock face with a dial that can be turned clockwise or counterclockwise. As a bonus action, you can turn the knob 360 degrees in either direction to switch between the sword’s two different modes.

Accelerate. You turn the dial clockwise. While in this mode, you have advantage on initiative rolls. You can also expend 1 charge to cast the haste spell on yourself.

Decelerate. You turn the dial counterclockwise. While in this mode, you don’t provoke opportunity attacks, and you can cast the feather fall spell on yourself at will. You can also expend 1 charge to cast the slow spell (save DC 15).

Traveller's Lunch Set

Wondrous Item, Uncommon (Requires Attunement)


This magic item consists of an empty lunch box and tumbler that is secured with an attached holder. As an action, you can speak its command word, and the lunchbox will magically create food and water that you consider delicious. This meal is enough to fulfil your hunger and thirst for the next 24 hours. Once you use the item in this way, you can’t do so again for the next 48 hours.

Cursed. When you consume the meal created by this item, you are cursed until you are targeted by a remove curse spell or similar magic. This effect persists even if you lose your attunement to this item. While you’re cursed, you must succeed on a DC 13 Constitution saving throw whenever you consume food and drink that isn’t created by the lunchbox or take 1d10 poison damage and be unable to ingest the item.

CHAPTER 3 | MAGIC ITEMS

Chapter 4

Spells

This chapter details additional spells that you can use in your games. The Spells table lists all the spells in this compendium, as well as the classes that can cast each spell.

Each spell is listed in more detail in the following pages, which are organised by alphabetical order, separated by spell level. The DM may choose to include all, some, or none of these options.

Spells
Level Spell School Conc. Ritual Class
0 Coaching Enchantment No No Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
0 Minor Repulsion Abjuration No No Artificer, Bard, Sorcerer, Wizard
0 Static Shock Evocation No No Artificer, Druid, Sorcerer, Warlock, Wizard
1st Exploding Projectile Transmutation No No Artificer, Bard, Ranger, Wizard
1st Plasma Strike Necromancy Yes No Artificer, Warlock
2nd Augmented Reality Divination No No Artificer, Bard
2nd Backdoor Divination Yes No Artificer, Bard, Ranger
2nd Mystic Ballistics Transmutation Yes No Ranger
2nd Tractor Beam Evocation Yes No Artificer, Sorcerer, Wizard
3rd Healing Beam Evocation Yes No Artificer, Cleric
3rd Magic Minefield Evocation Yes No Artificer, Bard, Wizard
3rd Power Spike Transmutation Yes No Druid, Paladin
3rd Rupturing Blast Evocation No No Bard, Paladin, Sorcerer, Wizard
3rd Transparency Transmutation Yes No Artificer, Bard, Sorcerer, Wizard
4th Prism Laser Evocation No No Artificer, Sorcerer, Wizard
4th Recorder Transmutation No No Artificer
5th Adrenaline Rush Transmutation No No Cleric, Paladin, Ranger
5th Advanced Backdoor Divination Yes No Artificer, Bard, Ranger
5th Disassemble Transmutation No No Artificer, Wizard
5th Kelcie's Shared Senses Divination No No Sorcerer, Wizard
5th Magnetic Field Evocation Yes No Artificer, Druid, Wizard
6th Mass Clairvoyance Divination Yes No Bard, Cleric, Sorcerer, Wizard
6th Sensory Deprivation Enchantment Yes No Bard, Sorcerer, Warlock, Wizard
6th X-Ray Vision Divination Yes No Sorcerer, Warlock, Wizard
7th Half-Life Decay Necromancy No No Cleric, Druid, Wizard
7th Homing Attack Divination Yes No Bard, Cleric, Sorcerer, Wizard
7th Mass Communication Evocation Yes No Bard, Cleric, Sorcerer, Wizard
7th Sonicboom Transmutation No No Sorcerer, Wizard
8th Forceshield Abjuration Yes No Sorcerer, Wizard
8th Genius Transmutation No No Bard, Sorcerer, Wizard
8th Intrusive Backdoor Divination Yes No Bard, Wizard
8th Ion Cannon Evocation Yes No Sorcerer, Wizard
9th Atomic Blast Evocation No No Sorcerer, Wizard
CHAPTER 4 | SPELLS

Spell Descriptions

The spells in this collection are presented in alphabetical order, separated by spell level.

Cantrips

Coaching

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V
  • Duration: 1 round

You spur on willing creatures that can hear you within range, bolstering their morale and encouraging them to focus. The chosen creatures gain advantage on Constitution saving throws made to maintain concentration until the start of your next turn.

The spell confers additional effects to creatures for the duration when you reach certain levels: difficult terrain doesn’t cost extra movement at 5th level, gaining 1d4 temporary hit points at 11th level, and advantage on saving throws against being charmed or frightened at 17th level.

Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Minor Repulsion

Abjuration cantrip


  • Casting Time: 1 reaction, which you take when a creature you can see moves within 5 feet of you.
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You create a temporary barrier of invisible force to stave off another creature. The target must succeed on a Strength saving throw or be pushed 5 feet away from you. This spell fails if the creature is already within 5 feet of you or teleports to within 5 feet of you.

Classes: Artificer, Bard, Sorcerer, Wizard

Static Shock

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You spring static electricity from your body. Each creature within range must succeed on a Constitution saving throw or take 1d6 lightning damage and can't take reactions until the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

1st level

Exploding Projectile

1st-level transmutation


  • Casting Time: 1 reaction, which you take when you see
    a missed ranged weapon attack within 60 feet of you
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

This spell causes the weapon's nonmagical ammunition, or the nonmagical weapon itself if it's a thrown weapon, to explode into shrapnel. Each creature in a 10-foot-radius sphere centred on a point 5 feet of the original target must make a Dexterity saving throw. On a failed save, the creature takes 1d4 piercing damage.

The ammunition or weapon is then destroyed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 5 feet for each slot level above 1st.

Classes: Artificer, Bard, Ranger, Wizard

Plasma Strike

1st-level necromancy


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

The next time you hit a creature with a weapon attack before this spell ends, your weapon is sheathed in sickly green light, and the attack deals an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw, or it can't regain hit points until the spell ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Classes: Artificer, Warlock

CHAPTER 4 | SPELLS
2nd level

Augmented Reality

2nd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You magically bring up quantified readings of a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, you can choose to learn one of the following pieces of information about the target:

  • Armour Class
  • Current hit points
  • Damage Resistances
  • Damage Vulnerabilities
  • Saving throw proficiencies

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to learn an additional piece of information about the creature from the list. Alternatively, you can target one additional creature for each slot level above 2nd, learning the same piece of information from both. The creatures must be within 30 feet of each other when you target them.

Classes: Artificer, Bard

Backdoor

2nd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a door handle)
  • Duration: Concentration, up to 8 hours

You implant a strand of your magical energy inside someone’s mind. You choose a creature you can see within range to make a Charisma saving throw, and it does so with advantage if it is hostile to you or your companions. On a failed save, you plant a piece of your magical energy inside its mind. On a successful save, the target knows you tried to access its mind, and it can sense the direction to your location for 1 minute.

As an action, while the spell lasts, you can use an action to see and hear through its senses for up to 1 minute. While perceiving through the creature’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. When you return to your own senses, the spell ends.

Classes: Artificer, Bard, Ranger

Mystic Ballistics

2nd-level transmutation


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

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms to gain one of the following effects of your choosing.

Curve. The ammunition or weapon transforms so that it can magically curve midair. Make the attack roll with advantage. You also ignore full cover as long as the ammunition or weapon can take an alternate path to the target within the weapon’s normal range.

Full Metal. The ammunition or weapon becomes sharper, allowing it to penetrate through objects and creatures. The attack ignores half and three-quarters cover. Additionally, if the attack hits, the projectile travels for the rest of its normal range or until it hits another creature. If the original attack roll would hit this creature, you make a damage roll for it.

Hollow. The ammunition or weapon becomes heavy and blunt on impact. On a hit, you push the target 15 feet away from you.

Shrapnel. The ammunition or weapon ejects metallic shards. Make the attack roll as normal. You deal an extra 2d8 slashing damage on a hit, or 1d8 slashing damage on a miss, to the target and all creatures within 5 feet of it.

Hit or miss, the piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher level, you can choose an additional effect to apply to the ammunition or weapon.

Classes: Ranger

Tractor Beam

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line) or (30-foot cone)
  • Components: S
  • Duration: Concentration, up to 1 minute

You emit a beam that can push or pull creatures and objects towards you. When you cast this spell, you choose whether to cast it in a line 60 feet long and 5 feet wide, or in a 30-foot cone. Each creature in the area must succeed on a Strength saving throw or have a speed of 0, as it is trapped by the beam. As long as the creature is trapped by the beam, its speed is 0. A creature that enters the spell’s area for the first time on a turn must also make this saving throw. Any unsecured objects completely inside the spell’s area are trapped by the beam. A creature that attempts to remove a trapped creature or object must use its action to succeed on a Strength check against your spell save DC.

As part of the same action you use to cast the spell, and as an action on each of your subsequent turns while the spell lasts, you can push or pull all creatures and unsecured objects trapped by the beam 15 feet toward or away from you.

Classes: Artificer, Sorcerer, Wizard

CHAPTER 4 | SPELLS
3rd level

Blue Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (an unlit torch and a blue quartz worth 10 gp)
  • Duration: Instantaneous

You momentarily fill a 30-foot cube within range with intense fractals of glowing blue light. Each creature in the area who sees the light must make a Constitution saving throw. On a failed save, the creature breaks its concentration if it was already concentrating. It also can’t fall unconscious for the next 24 hours, unless it’s from the result of a spell. The creature doesn’t gain the benefits of a short or long rest when it fails its saving throw against the spell.

A creature can only be affected by one instance of the spell. If an affected creature fails its saving throw against a new instance of the spell, the time it takes before it can fall unconscious again is reset. Casting the lesser restoration spell on an affected creature removes the spell’s effects.

Classes: Artificer, Bard, Wizard

Healing Beam

3rd-level evocation


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

You create a sustained arc of restorative energy between you and a creature you can see within range. That creature regains hit points equal to 1d4 + your spellcasting modifier. On each of your turns for the duration, you can use your action to have the same creature regain hit points equal to 1d4 + your spellcasting modifier. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Classes: Artificer, Cleric

Magic Minefield

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cover a 20-foot square at a point you see on the ground within range with invisible deterrents. Whenever a creature moves into or within this area, it must make a Dexterity saving throw. On a failed save, roll on the Mine Trap table to determine the effect produced.

Mine Trap
   d4    Effect
1 The creature is restrained as magical ropes wrap around and bind it. The creature can free itself by using an action to succeed on a Strength check against your spell save DC.
2 The creature is exposed to a colourless mist. At the start of its next turn, the creature falls unconscious until the spell ends, it takes damage, or another creature uses an action to shake it awake. If the creature takes damage before then, it doesn’t fall unconscious. A creature that doesn’t need to breathe is unaffected.
3 The creature triggers the mines to explode upon movement. It takes 1d8 fire damage, and on each of its subsequent turns until the spell ends, instead of rolling on the Mine Trap table, the creature must make a Dexterity saving throw whenever it willingly moves 5 feet within the spell’s area. On a failed save, it takes 1d8 fire damage.
4 The space the creature steps on bursts in a blinding flash of light. It becomes blinded and deafened until the start of its next turn.

If the entire area is targeted by a spell or other effect that deals damage, this spell ends.

Classes: Artificer, Bard, Wizard

Power Spike

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of hair from a giant)
  • Duration: Concentration, up to 1 minute

You magically enhance your body to become stronger. For the duration, your Strength score is 20 (the spell fails if your Strength is already 20 or higher). In addition, you have advantage on Strength checks and saving throws, and weapon attack rolls made using your Strength modifier deal an extra 1d4 damage on a hit.

When the spell ends, you have disadvantage on ability checks, attack rolls, and saving throws that use your Strength modifier. Weapon attacks that use Strength also deal 1d4 less damage on a hit. These effects last until the end of your next long rest. A lesser restoration spell ends this effect early.

Classes: Druid, Paladin

Rupturing Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You clap your hands and unleash a wave of sonic energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage, is pushed back 10 feet, and falls prone. It is also deafened until the end of your next turn. On a successful save, the creature takes half as much damage, and suffers none of the other effects.

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.

Classes: Bard, Paladin, Sorcerer, Wizard

Transparency

3rd-level transmutation


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

You touch a closed, opaque entryway (such as a door) or an object no larger than Medium that can act as a container (such as chest or casket) for the spell to take effect. If you touch an entryway, you choose one side of the entryway to become transparent, allowing you to see through it. If you touch a container, that object becomes transparent and doesn’t prevent light from passing through it, allowing you to see into and through the container.

On each of your turns before the spell ends, you can use an action to touch a transparent object to make it opaque. You can also touch a new object to make transparent, which causes the effect to end on the previous object.

Material thicker than 1 foot of stone, 1 inch of common metal, or 3 feet of wood will cause the spell to fail. A lead-lined container or entryway also causes the spell to fail.

Classes: Artificer, Bard, Sorcerer, Wizard

4th level

Prism Laser

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a refracting prism)
  • Duration: Instantaneous

You shoot out a multicoloured beam of light at a creature you can see within range. The creature must make a Dexterity saving throw, taking 3d8 radiant damage on a failed save or half as much damage on a successful one.

In addition, if the target fails its saving throw, you can choose another creature you can see within 30 feet of the original target. That creature takes 1d6 radiant damage as the beam of light refracts.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial instance of damage increases by 1d8, and you can choose one additional creature when the beam refracts for each slot level above 4th.

Classes: Artificer, Sorcerer, Wizard

Recorder

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the ear of a mouse)
  • Duration: 24 hours

You can make an object magically store sounds when a certain trigger condition is met. Choose an object, of a size no larger than Medium, that you can see and that isn’t being worn or carried by another creature. You must determine the circumstance that will trigger the object to begin recording sound after you touch it.

When that circumstance occurs, the object begins recording sound up to a 30-foot radius centred on itself for 1 minute. After 1 minute, the sound is stored inside the object for up to the remaining duration of the spell. As an action, you can play this snippet of sound by touching the object. Sounds closer to the object will be louder than sounds further away from it.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the object to begin capturing sound when a specific creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Classes: Artificer

CHAPTER 4 | SPELLS
5th level

Adrenaline Rush

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch a willing creature and heighten its body’s fight response. The creature’s rolls can’t be affected by disadvantage, and it isn’t knocked unconscious when it reaches 0 hit points and is not killed outright. The creature must still make death saving throws, and it suffers the normal effects of taking damage while at 0 hit points. However, if the creature would die due to failing death saving throws, it doesn’t die until the end of the spell’s duration and if it still has 0 hit points.

At the end of the spell’s duration, if the creature is still alive, it suffers from two levels of exhaustion. The creature also has disadvantage on Dexterity saving throws while suffering from exhaustion gained in this way. This level of exhaustion can only be removed by finishing a long rest.

Classes: Cleric, Paladin, Ranger

Advanced Backdoor

5th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a door handle and a key)
  • Duration: Concentration, up to 24 hours

You implant a strand of your magical energy inside someone’s mind. You choose a creature you can see within range to make a Charisma saving throw, and it does so with advantage if it is hostile to you or your companions. On a failed save, you plant a piece of your magical energy inside its mind. On a successful save, the target knows you tried to access its mind, and it can sense the direction to your location for 1 minute.

As an action, while the spell lasts, you can use an action to see and hear through the target’s senses for up to 1 hour, all at once or in several shorter sessions, each one using a minimum of 1 minute from the duration. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. You can return to your own senses as an action.

Classes: Artificer, Bard, Ranger

Disassemble

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You deconstruct man-made creations into their basic raw components. For example, you can disassemble a door into pieces of log and bits of iron ore, turn armour and weapons into raw metal ore, and clothes into wool and cotton.

You touch a man-made, nonmagical object that isn’t being worn or carried and disassemble it into raw materials of the appropriate type. The object must be Large or smaller, contained within a 10-foot cube (or within eight connected 5-foot cubes) and the resultant raw materials appear in the same space as the object.

You can’t disassemble structures, such as buildings and shelters. However, you can disassemble components that make up structures, such as tunnels, pillars, or stairs, that can potentially cause a structure to collapse.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you add an additional 5-foot cube to the area an object can occupy to be affected by the spell.

Classes: Artificer, Wizard

Kelcie's Shared Senses

5th-level divination


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a personal item from each willing participant in the spell)
  • Duration: 1 hour

You forge a mental link among up to five willing creatures of your choice within range, psychically linking your senses with one another. A creature must have a way of perceiving the outside world to be affected, either through sight or some other special sense.

Until the spell ends, a target can use an action to see through another linked creature’s senses, and can continue to do so until it uses its action to return to its normal senses. While perceiving through another creature’s senses, the target gains the benefits of any special senses possessed by that creature, though it is blinded and deafened to its own surroundings. The target can't sense another creature’s senses if they are on a different plane of existence.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration of the spell becomes 8 hours. When you use a spell slot of 8th or 9th level, the duration of the spell becomes 24 hours.

Classes: Sorcerer, Wizard

CHAPTER 4 | SPELLS

Magnetic Field

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a magnet)
  • Duration: Concentration, up to 1 minute

You choose a point within range and create a 20-foot-radius sphere that attracts metal objects. When the area appears, each creature in it that is holding or wearing a metal object must succeed on a Strength saving throw or be pulled in a straight line toward the centre of the sphere, ending in an unoccupied space as close to the centre as possible. This space can be in the air. The creature is restrained there until the spell ends. A creature holding or wearing a metal object must also make this saving throw whenever it ends its turn in the area.

A restrained creature can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature removes all metal objects it is holding or wearing. If the creature is in the air, it falls into the nearest unoccupied space.

A creature that is holding or wearing a metal object while in the spell’s area must spend 2 feet of movement for every 1 foot it moves. A creature that makes a weapon attack with a metal weapon while inside the spell's area does so with disadvantage.

An unsecured metal object in the spell’s area automatically moves toward the centre of the sphere, becoming stuck. A creature that wants to retrieve a stuck object must use an action to succeed a DC 20 Strength (Athletics) check.

Classes: Artificer, Druid, Wizard

6th level

Mass Clairvoyance

6th-level divination


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a focus worth at least 300 gp, either a jeweled horn for hearing or a glass eye for seeing)
  • Duration: Concentration, up to 10 minutes

You create up to three invisible sensors within range in locations familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing and one of the invisible sensors. You can use the chosen sense through the chosen sensor as if you were in its space. As an action, you can both switch between seeing and hearing, and between any of the sensors you’ve created.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Classes: Bard, Cleric, Sorcerer, Wizard

Sensory Deprivation

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (the horn of a shadow demon)
  • Duration: Concentration, up to 1 minute

You strip a creature of its own senses. A creature you can see within range must make a Charisma saving throw. The target succeeds automatically if it is immune to being charmed. On a failed save, it is both blinded and deafened, and drops any items it is holding or carrying; a creature blinded in this way can’t use any of its special senses. The creature also falls prone, can’t use any reactions, has its speed halved, and automatically fails Strength and Dexterity saving throws.

The target can’t feel any tactile sensations, preventing it from interacting with or using any items. However, it can still feel pain as a result of being attacked or damaged. If the target attempts to move in a specific direction, it must succeed on an Intelligence (History) check against your spell save DC. Otherwise, it uses all its movement to move in a random direction, rolling a d8 to determine the direction.

At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Classes: Bard, Sorcerer, Warlock, Wizard

X-Ray Vision

6th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a transparent piece of glass no bigger than 2 inches in diameter worth 50 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

This spell gives you the ability to see through solid objects. For the duration, you can see into and through solid matter in a 30-foot radius. Solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Classes: Sorcerer, Warlock, Wizard

7th level

Half-Life Decay

7th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You are able to destroy a creature’s biological functions from the inside. Make a melee spell attack against a creature you can reach. This spell has no effect on undead and constructs. On a hit, its insides begin to decay as its maximum hit point is halved, rounded down, every 24 hours. This continues until its hit point maximum becomes 0, at which point it dies.

Only a greater restoration spell can stop this effect and restore the creature’s original hit point maximum.

Classes: Cleric, Druid, Wizard

CHAPTER 4 | SPELLS

Homing Attack

7th-level divination


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

Your body moves with unerring precision to strike your enemy. The next time you make an attack roll against a target, you automatically succeed on the roll, and the spell ends. The number rolled is the minimum needed to hit the target.

Classes: Bard, Cleric, Sorcerer, Wizard

Mass Communication

7th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self (5-mile radius)
  • Components: V, S, M (50 feet of copper wire)
  • Duration: Concentration, up to 1 minute

You send a short message of twenty-five words or less to every creature within the range of the spell that has an Intelligence score of 4 or higher. A creature must be able to understand at least one language to receive the message. The spell enables creatures to understand the meaning of your message regardless of its language. A creature hears the message in its mind in your voice.

A creature can’t hear this message if it is inside an area that nullifies magic, such as an antimagic field.

Classes: Bard, Cleric, Sorcerer, Wizard

Sonicboom

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S,
  • Duration: Instantaneous

You draw a 5-foot wide, 100-foot long line from your current position to an unoccupied space you can see. You move at supersonic speed to the chosen space, ignoring opportunity attacks. When you move in this way, you also ignore spells and effects that require you to make a saving throw when entering its space for the first time on your turn (such as the moonbeam spell).

Each creature in the line must make a Dexterity saving throw, with advantage if it is Large or larger. On a failed save, a creature takes 8d8 thunder damage and falls prone. On a successful save, it takes half as much damage and doesn’t fall prone. Additionally, each creature within 5 feet of the line but not in it must succeed on a Dexterity saving throw or fall prone.

This line can move across liquid surfaces and uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, you can't move across a 10-foot-deep pit, nor could you leave such a pit if you were at the bottom.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the spell increases by 1d8 for each slot level above 7th. Additionally, a creature within 5 feet of the line but not in it takes 1d8 thunder damage on a failed save, or half as much on a successful one, for each slot level above 7th.

Classes: Sorcerer, Wizard

CHAPTER 4 | SPELLS
8th level

Forceshield

8th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gemstone worth 1,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You create a shimmering field made of hard light around your body. You don’t take any damage from an attack or harmful spell if the damage that you would take is at 30 hit points or less.

Classes: Sorcerer, Wizard

Genius

8th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

Until the spell ends, when you make an Intelligence check, you can replace the number you roll with a 15. Additionally, when you attempt to identify a spell, you always succeed on the roll, and you know at what level it was cast at.

Classes: Bard, Sorcerer, Wizard

Intrusive Backdoor

8th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a door handle, a key, and a mirror)
  • Duration: Concentration, up to 24 hours

You implant a potent strand of your magical energy inside someone’s mind, letting it seep into its subconscious. You choose a creature you can see within range to make a Charisma saving throw, and it does so with advantage if it is hostile to you or your companions. On a failed save, you plant a piece of your magical energy inside its mind. On a successful save, the target knows you tried to access its mind, and it can sense the direction to your location for 1 minute.

While the spell lasts, you can use an action to see and hear through the target’s senses for up to 1 hour, all at once or in several shorter sessions, each one using a minimum of 1 minute from the duration. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. You can return to your own senses as an action.

You're also able to attempt to take full control of the target. As an action, you can force the target to make another Charisma saving throw against your spell save DC. On a failed save, it is controlled by you for up to 1 minute. While you are controlling the target, your own body is unconscious. You have enough information about the target that you can pass yourself off as the individual by drawing on its memories, but you don't gain any secrets. You retain your Intelligence, Wisdom, and Charisma scores, as well any existing proficiencies, but otherwise adopt the target's statistics. On a successful save, the spell immediately ends and the target can sense the direction to your location for 1 hour. If you enact an action that would be directly harmful to the target, the spell instantly ends. When your control ends, so does the spell. The target will remember any actions it has taken while it was being controlled.

Classes: Bard, Wizard

Ion Cannon

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause particles in the air to shimmer, superheating them into a fiery pillar on a point you choose within range. The pillar is a 10-foot-radius, 100-foot-high cylinder centred on that point. Until the spell ends, the cylinder emits bright light from itself out to a range of 30 feet.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 10d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it starts its turn in the cylinder.

If you're within 120 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Classes: Sorcerer, Wizard

CHAPTER 4 | SPELLS
9th level

Atomic Blast

9th-level evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a vial of exotic chemical material worth 10,000 gp, which the spell consumes)
  • Duration: Instantaneous

You unleash a catastrophic blast centred on a point you can see. The spell encompasses an area of a 200-foot-radius sphere and deals 14d6 fire damage and 14d6 thunder damage. This spell has different effects depending on where a creature is located in the area of the blast, as shown below:

~10 feet. Each creature within this range takes the maximum amount of damage from the spell and becomes blinded. A creature that is blinded in this way can only be removed of its condition with a greater restoration spell.

If a creature is brought down to 0 hit points by the spell,
the creature and everything it is wearing and carrying, except magic items, are reduced to ash. A creature reduced to ash can be restored to life only by a true resurrection or wish spell.

Any nonmagical objects and structures are instantly destroyed and reduced to ash.

11-50 feet. Each creature within this range must make a Constitution saving throw. On a failed save, a creature takes the damage of the spell and is blinded. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded in this way can only be removed of its condition with a greater restoration spell.

Any nonmagical objects and structures are instantly destroyed and reduced to ash.

51-100 feet. Each creature within this range must make a Constitution saving throw. On a failed save, a creature takes the damage of the spell and is blinded. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded in this way remains blinded until the end of its next short or long rest. It can also be removed of its condition with a lesser restoration spell.

Any nonmagical objects are reduced to ash, and structures are instantly destroyed and leave behind hollow husks.

101-200 feet. Each creature within this range must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 14d6 thunder damage. On a successful save, it takes half as much damage.

A structure also makes this saving throw. If a structure is reduced to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

    At the end of the blast, a mushroom cloud 400 feet tall emerges from its epicentre. Additionally, each creature and object in the spell’s area that isn’t buried or securely fastened must make a Strength saving throw against your spell save DC. On a failed save, the creature or object is hurled up to 30 feet away from the blast and lands prone, taking 1d6 bludgeoning damage for every 10 feet travelled.

Classes: Sorcerer, Wizard

The Future Is

Now

Arm yourself with advanced technology and add a dash of futurism to your worlds with this themed homebrew. Whether you seek to explore the stars, meld technology and magic together, or cause untold destruction, this compendium has the tools needed to inject your Dungeons and Dragons campaign with that modern flavour.

This compendium has the following materials for your campaigns:

    5 new races
    28 new subclasses and new class options
    31 new magic items
    33 new spells

Do you like my work? Check out my GMBinder page!

"Any sufficiently advanced technology is indistinguishable from magic."
                                                — Arthur C. Clarke

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