- - [71Conclave of the Cinderwatch](#Conclave-of-the-Cinderwatch) - [72Dreamcatcher](#Dreamcatcher) - [74Rogue](#Rogue) - [74Optional Class Feature](#Optional-Class-Feature) - [74Smuggler](#Smuggler) - [76Sorcerer](#Sorcerer) - [76Waterborn](#Waterborn) - [76Origin Metamagic](#Origin-Metamagic) - [78Warlock](#Warlock) - [78Optional Class Features](#Optional-Class-Features) - [79Eldritch Invocation Options](#Eldritch-Invocation-Options) - [79The Arcane Cabal](#The-Arcane-Cabal) - [81The Enigmatic Chromata](#The-Enigmatic-Chromata) - [84Wizard](#Wizard) - [84Optional Class Feature](#Optional-Class-Features) - [84School of Thought](#School-of-Thought) - [86Additional Proficiencies](#Additional-Proficiencies) - [86Languages](#Languages) - [86Tools](#Tools) - [87Principal Proficiencies](#Princiapl-Proficiencies) - [89A Feast of Feats](#A-Feast-of-Feats) - ###### [95Ch. 3: Enchanted Essentials](#Enchanted-Essentials) - [95Spells](#Spells) - [96Belay](#Belay) - [96Call to Repast](#Call-to-Repast) - [96Conjure Cauldron](#Conjure-Cauldron) - [96Deluge](#Deluge) - [96Discord/Harmony](#Discord/Harmony) - [98Famine](#Famine) - [98Fracture](#Fracture) - [98Land's Mark](#Land's-Mark) - [99Lockstep](#Lockstep) - [99Magic Word](#Magic-Word) - [99Measure](#Measure) - [99Molten Wroth](#Molten-Wroth) - [100Omen](#Omen) - [100Playful Rime](#Playful-Rime) - [100Psychedelia](#Psychedelia) - [100Racket](#Racket) - [100Spark](#Spark) - [100Sublime](#Sublime) - [101Tithe](#Tithe) - [102Vainglory](#Vainglory) - [102Veins of the Earth](#Veins-of-the-Earth) - [102Wildergeist](#Wildergeist) - [102Wind's Whisper](#Wind's-Whisper) - [103Magical Kitchenware](#Magical-Kitchenware) - [103Animated Butchers' Knife](#Animated-Butchers'-Knife) - [103Baba Yaga's Uncanny Aga](#Baba-Yag's-Uncanny-Aga) - [104Bag of Self-Raising Flour](#Bag-of-Self-Raising-Flour) - [104Candle of Ambience](#Candle-of-Ambience) - [105Cthonic Cookpot](#Cthonic-Cookpot) - [105Cut-Resistant Gloves](#Cut-Resistant-Gloves) - [105Dehydrating Kettle](#Dehydrating-Kettle) - [105Forbidden Filleting Knife](#Forbidden-Filleting-Knife) - [105Greasy Spoon](#Greasy-Spoon) - [106Heroes' Leftovers](#Heroes'-Leftovers) - [106Hippocamper's Herb Garden](#Hippocamper's-Herb-Garden)
- - [106Lost Cookrye of Faerûn](#Lost-Cookrye-of-Faerûn) - [107Modo's Forking Great Trident](#Modo's-Forking-Great-Trident) - [107Mysterious Menu](#Mysterious-Menu) - [107Overfed Sourdough Starter](#Overfed-Sourdough-Starter) - Perambulating Salt & - [108Pepper Shaker](#Perambulating-Salt-&-Pepper-Shaker) - [108Pot-Calling Kettle](#Pot-Calling-Kettle) - [108Revolutionaries' Recipe Book](#Revolutionaries'-Recipe-Book) - [108Spice of Life](#Spice-of-Life) - [108Trick Crockery](#Trick-Crockery) - [109Typhoon-Leaf Tea](#Typhoon-Leaf-Tea) - [109Unblemished Apron](#Unblemished-Apron) - [109Undulating Table Runner](#Undulating-Table-Runner) - [109Unseen Silver Service](#Unseen-Silver-Service) - [110Utensils of Imagination](#Utensils-of-Imagination) - [111Vessel of Twice-Blessed Rice](#Vessel-of-Twice-Blessed-Rice) - [111Vostock's Cubes](#Vostock's-Cube) - [111Warping Whisk](#Warping-Whisk) - [111Wishful Hero's Shield](#Wishful-Hero's-Shield) - ###### Ch. 4: Dungeon Master's [113 Kitchen](#Dungeon-Master's-Kitchen) - [113Dynamic Books](#Dyanmic-Books) - [116Expanded Tool Uses](#Expanded-Tool-Uses) - [118Travel Rests](#Travel-Rests) - [120Alternate Language Proficiency](#Alternate-Language-Proficiency) - [122Player Character Relationships](#Player-Character-Relationships) - [122Master & Apprentice](#Master-&-Apprentice) - [122The Power of Love](#The-Power-of-Love) - [122The Spirit of Competition](#The-Spirit-of-Competition) - [123Yin & Yang](#Yin-&-Yang) - [124Varied Inspiration](#Varied-Inspiration) - Catered Tables: Make Any - [125Menu Mouth-Watering](#Catered-Tables) - [125Arctic Food](#Arctic-Food) - [126Coastal Food](#Coastal-Food) - [128Desert Food](#Desert-Food) - [128Forest Food](#Forest-Food) - [129Grassland Food](#Grassland-Food) - [130Hill Food](#Hill-Food) - [132Mountain Food](#Mountain-Food) - [133Swamp Food](#Swamp-Food) - [134Underdark Food](#Underdark-Food) - [134Underwater Food](#Underwater-Food) - [135Urban Food](#Urban-Food) - ###### [138App. A: The Art of Cooking](#The-Art-of-Cooking)
Hippocamper's Complete Cookbook brings a buffet of new rules options for Dungeons & Dragons, the inspiration behind each of which has been collected and collated by the mystic Arcganvus Hippocamper. A wandering gourmand, Hippocamper has traveled the multiverse seeking new flavors and meeting every manner of being under each sun. His personal reflections on the experiences or snippets of stories he has found accompany the options presented here. As the title implies, this collection is centered around food, including an entire class dedicated to its preparation, but (certainly in Hippocamper's eyes) this doesn't only mean recipes for making and eating. The offered options span a variety of themes brought together through the social and communal part that food plays in our lives. Written for both players and Dungeon Masters, the options presented in this book are available to add new flavor to any kind of campaign, whether it be in a published D&D setting such as Eberron, Ravenloft, or the Forgotten Realms, or set inside a new addition to the multiverse that your group has brought to life. ### What's on the Menu **Chapter 1** brings a hearty new option for players to the table, presenting the gourmet class: a stalwart chef whose food is focused on extending the stamina of a party through the adventuring day. **Chapter 2** introduces several new races alongside a number of new features and subclasses for the classes in the *Player's Handbook* and the artificer class found in *Tasha's* *Cauldron of Everything*. The chapter also provides new languages, tool proficiencies, and more, as well as a swathe of feats for tables that use them.**Chapter 3** is an essential stop to stock up on magical flourishes for your campaign, including spells, artifacts, and other magical items found in the kitchen or once wielded by famous gourmets.**Chapter 4** is the DM's workspace, providing guidance on topics such as player character relationships, expanded rules for books, tools, and inspiration, and a new approach to using expanses of wilderness. The chapter ends with a series of tables offering suggestions for meals provided by various establishments that might fill the DM's world, should they wish to indulge in an extra layer of immersion. ### Pick and Choose Everything in this book is optional. Each group, guided by the DM, chooses which of these options, if any, to bring into a campaign. You can use some, all, or none of them. What matters most is choosing the ones that fit best with your campaign’s story, tone, and with your group’s style of play. Whatever options you might choose to use, this book relies on the rules in the *Player’s Handbook*, *Monster Manual*, and *Dungeon Master’s Guide*. It can be paired with the options in *Xanathar’s Guide to Everything*, *Tasha's Cauldron of Everything*, and any other D&D books you wish to use. \columnbreak ### Ten Rules to Remember #### 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group. #### 2. Exceptions Supersede General Rules General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise. The game also includes elements—class features, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule. #### 3. Advantage and Disadvantage Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other. #### 4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn. #### 5. Proficiency Bonus If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll. #### 6. Bonus Action Spells If you want to cast a spell that has a casting time of 1 bonus action, remember that you can’t cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action. \pagebreakNum
A round-bellied halfling stirs the great iron pot, almost as large as he is, simmering over the embers of last night’s campfire. He lifts a portion of tender venison from the stew to taste before adding a pinch of salt and pepper from his pouch. The empty ladle finds the flank of the iron pot, rousing the rest of the adventuring party to breakfast with a clanging alarm. The predawn grumbling soon gives way to the licking of lips. They shall feast like kings on the hunt before diving into the necropolis hidden ahead. A human woman, cutting an intimidating figure in her armor of patchwork skins and scales, squats on the edge of a jagged outcrop. The chimera broken across the rocks offers a unique blend of meats she can use. She begins to skin and butcher the monster, already salivating at the thought of what thrills the meal will bring. The fiery glands in the throat she saves for last, handling them carefully. Surely there is some way to incorporate the mixture into a spicy goat curry... A drow sits in their make-up, resisting the urge to scratch at the pale stuff by sipping casually at their wine. The fools arranged around the table of a "high elf diplomat" are already many cups deep into their own. The kitchen doors swing open and the drow summons forth the servants bearing the main course ‐ personally prepared before the arrival of the guests. They tuck in eagerly, tearing the food from the silver platters with uncivilized haste. One by one their eyes glaze over and they turn limply to the head of the table, awaiting instruction. The drow allows themselves a smile that cracks their alabaster mask open around the lips. Each of these figures is a gourmet. A cook, and more, who has sought out the strangest, finest ingredients in the world and transformed them through their own skill into wonders for the senses. Some cook to delight, some for gain or glory; yet more pursue new flavors purely for the love of the craft. Each is a unique talent whose culinary daring has turned them into experts on certain parts of the natural world. ## A Taste for Adventure The best things in life are for the bold of heart: such is as true of cooking as it is of anything else. A gourmet has the soul of a chef, but they also hold the heart of an adventurer. Their passions are combined in an endless hunt for incredible and exotic ingredients to experiment with. What sets a gourmet apart from your common-or-garden cook is their view on ‐ or rather, disregard for ‐ civilized boundaries. A gourmet cares not for the stifling directions of the recipe book, but seeks inspiration in bizarre and far-flung flavors. Pioneering food requires daring souls who will visit distant lands and tussle with terrible beasts, just for the chance to taste them as a well-seasoned steak. As such, gourmets maintain the same skills as traveling merchants and nomadic warriors. They are hardy folk who will happily forage grubs for weeks on end to survive, if it means an opportunity to discover a fantastic new delicacy. The adventuring cook is not fussy, but is interested in a wide selection of meats, powders, seasoning, and vegetation that can often only be found off the beaten path, to be best enjoyed that same night roasted over a crackling campfire. \columnbreak ## Fresh Ingredients Eat what you kill ‐ this is the mantra of a gourmet. With skilled hands they can skin and fillet any number of beasts and even monsters for food. A gourmet will try anything at least once. On the road, they gather an eclectic stock of ingredients from all corners of nature's larder. A traveling chef must be a master of the medley, using what they have to its best to provide for themselves and their companions. As gifted chefs, gourmets can draw out the nourishing powers of these diverse ingredients in ways no other can come close to, working wonders in even the most trying of conditions. They can ensure that even a single square meal a day is made to count, turning the humblest provisions into a feast that bolsters body and mind. Many adventuring bands have won the day thanks only to the skills of their stalwart cook. The lasting effects of a meal depend on the particular training and instincts of the gourmet who prepares it; but a positive review from those partaking is all but guaranteed. ## Creating a Gourmet When creating a gourmet, think about their relationship with food. Do they love to serve others and see them satisfied, or do they seek out the most wonderful flavors for themselves? Were they formally trained, or did they learn through experimentation? Also consider what sets them apart from other cooks: their call to adventure. What drew them to take their craft on the road less traveled? \pagebreakNum
When a creature you can see attacks a target that is within 5 feet of you, you can use your reaction to interpose yourself between the attack and its intended target, making yourself the target of the attack roll instead. You must make this decision before the attack is determined to hit or miss. ### Stock Up *1st-level gourmet feature*
A good cook wastes not and wants not. Your ingredients come not only from the pantry, but also from the creatures you encounter on your adventures. As a gourmet, you build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice fuel your other abilities, detailed later in this class. At the end of a long rest, you gain a number of ingredient dice equal to twice your proficiency bonus, which are d6s. At 6th level, these ingredient dice turn into d8s. At 14th level, they turn into d10s. With cook’s utensils, a dagger, or a weapon that deals slashing damage in hand, you can begin the process of harvesting additional ingredient dice from the remains of a creature within 5 feet of you, so long as it died within the last 24 hours and is one of the following types of creature: aberration, beast, dragon, elemental, fiend, fey, giant, humanoid, monstrosity, ooze, or plant. The process takes 1 minute per creature, at the end of which you gain an ingredient die equal to the size of its Hit Dice. For example, if you harvest a Tiny creature, you gain 1d4 as an ingredient die. If the creature is Small, you gain 1d6, and so on. Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey. The maximum number of ingredient dice you can store is shown in the Stock column of the Gourmet table. If you exceed your Stock maximum when you gain a new ingredient die, you must choose ingredient dice in your stock to discard until you no longer exceed it.
Your culinary skills are crucial to extending the stamina of your companions. Luckily, you have learnt to cook almost anywhere. As long as you have access to your cook's utensils at the end of a long rest, you can expend any number of ingredient dice in your Stock to create a meal. A meal comprises a pool of temporary hit points equal to the total number rolled on the expended ingredient dice + your Wisdom modifier. Choose any number of friendly creatures (which can include yourself) within 30 feet of you to partake of the meal. You serve a number of temporary hit points to each creature from your meal as you see fit. A single creature can gain a maximum number of temporary hit points per meal equal to 5 x your gourmet level. Temporary hit points served from your meal last until the start of a creature's next long rest. As you gain levels in this class, the quality of your cooking will improve and the value of your meal will multiply, as shown in the Meal Multiplier column of the Gourmet table. Apply this multiplier when determining the total number of temporary hit points in one of your meals. For example, as an 5th-level gourmet with a Wisdom score of 17, you might roll 7 ingredient dice of varying sizes for a total of 27 points. Adding your Wisdom modifier of 3 brings this to a total of 30 points, before you apply your Meal Multiplier for a pool totaling 60 temporary hit points. To three different creatures, you choose to grant 15, 20, and 25 temporary hit points respectively. ### Culinary Specialty *2nd-level gourmet feature*
Choose a culinary specialty: Aberrant Cuisine, Beast Cuisine, Cannibal Cuisine, Capricious Cuisine, Elemental Cuisine, Gelatinous Cuisine, Hellish Cuisine, Industrial Cuisine, Monstrous Cuisine, Ordning Cuisine, Quartermaster's Cuisine, Rare Cuisine, or Vegetarian Cuisine, each of which is detailed after the class’s description. Your choice grants you features at 6th level, and again at 10th and 14th level. ### Chef's Technique *2nd-level gourmet feature*
Cleavers, knives, or tenderizers: a good cook uses their tools with precision. Choose either bludgeoning, piercing, or slashing damage. You gain a +2 bonus to attack rolls you make with melee weapons that deal your chosen damage type. In addition, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with cook's utensils. ### Discerning Taste *3rd-level gourmet feature*
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on taste or smell in regard to prepared food or drink. \pagebreakNum ### Lunch Rush *3rd-level gourmet feature*
You can take charge of a busy situation with decisive momentum. Instead of moving as normal on your turn, you can convert your movement into a bold rush. The path of your rush is a straight line equal in width to your space and equal in length to your movement speed. Every creature in the line must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. This movement does not provoke attacks of opportunity. While rushing, you ignore difficult terrain created by moving through a creature’s space, but walls and other solid surfaces arrest your momentum. Starting at 5th level, you can choose to expend one ingredient die when making your Lunch Rush. Any creature that fails its save and is knocked prone takes bludgeoning damage equal to the number rolled on the expended die. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses at the end of a long rest. ### Ability Score Improvement *4th-level gourmet feature*
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Fodder Break *5th-level gourmet feature*
You can now quickly prepare small meals and snacks to refuel your companions throughout the day. During a short rest, you can expend an ingredient die to grant a friendly creature within 30 feet of you temporary hit points equal to your Wisdom modifier + the number rolled on the expended ingredient die. The temporary hit points created by this meal do not replace those granted by your Campfire Cook feature, but instead are added to them. You can bolster up to six creatures this way per short rest, expending one ingredient die per creature. ### Epicurean Physique *5th-level gourmet feature*
Your adventurous diet has made you remarkably robust. You become immune to poison and disease from ingested sources. In addition, at the start of each of your turns you can choose one of the following benefits. The benefit you choose lasts until the start of your next turn: - **Robust Blows.** By throwing your weight behind your blows, you can add your Constitution modifier to the damage rolls of your melee attacks. - **Sturdy Defense.** By tensing yourself to withstand punishment, you can reduce the damage you take from weapon attacks by an amount equal to your Constitution modifier. \columnbreak ### Wine & Dine *7th-level gourmet feature*
You are able to exploit the natural bonhomie shared between those who break bread. While eating a meal at the same table, or within similar proximity to, another creature with an Intelligence score of 8 or higher, you gain advantage on Wisdom (Insight) or Charisma (Persuasion) checks made against that creature. ### Hustle *7th-level gourmet feature*
You will ignore minor pains common to the kitchen and the battlefield when time is of the essence. You gain resistance to acid, cold, and fire damage if you have moved since the beginning of your last turn. ### Varied Palate *9th-level gourmet feature*
You gain proficiency in one new skill of your choice. In addition, choose one type of creature detailed in the Stock Up class feature. You gain two ingredient dice, instead of one, when harvesting from this creature type. ### Gusto *10th-level gourmet feature*
A creature that partakes of a meal created using your Campfire Cook feature has its exhaustion level, if any, decreased by 1.
You can expend 8 ingredient dice to cast the heroes’ feast spell, without needing material components. When you do so, you can choose to expend an additional ingredient die for each creature partaking of the feast to grant advantage to all Charisma saving throws as part of the feast’s benefits. ### Baker's Dozen *13th-level gourmet feature*
You can treat any d12 or d20 roll of 12 as a 13. ### Great Gusto *15th-level gourmet feature*
A creature that partakes of a meal created using your Campfire Cook feature now has its exhaustion level, if any, decreased by 2. \pagebreakNum ### Seasoned Adventurer *17th-level gourmet feature*
Your vast experience grants you proficiency in Wisdom and Dexterity saving throws. ### Secret Ingredient *18th-level gourmet feature*
When you roll initiative and have no ingredient dice remaining, you regain 1 ingredient die. Roll a d6 to determine its size according to the table below:
You can reinvigorate your well-fed companions with a rousing display of bravery. As an action once per long rest, you can immediately grant temporary hit points equal to 10 x your Wisdom modifier to any friendly creatures that can see you within 120 feet, so long as they retain at least 1 temporary hit point granted by your Campfire Cook or Fodder Break features. These temporary hit points replace those granted by your other gourmet features. ## Culinary Specialty Every gourmet personalizes their craft. They may have been formally trained in a particular style of regional cuisine, or they might simply let their own tastes guide their work. As adventurers, gourmets often find that their skill sets translate into an affinity with preparing different kinds of creatures. Gourmets value novel experiences, with no two exactly alike in style. Nonetheless, they will generally fall into one of the categories described below. \columnbreak ### Aberrant Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting aberrations. You gain two ingredient dice, instead of one, when harvesting from a creature with the aberration tag. #### Esoteric Method *2nd-level Aberrant Cuisine feature*
You follow your tastes down a peculiar path that leaves common wisdom far behind. Whenever a gourmet feature uses your Wisdom modifier, you can use your Intelligence modifier instead. #### Parasitic Delicacy *2nd-level Aberrant Cuisine feature*
Your meals host an unearthly component that lingers in the body. Friendly creatures that partake of a meal created using your Campfire Cook feature form a shared mental network with one another that lasts 12 hours, or until the start of your next long rest. They can communicate telepathically with other creatures that consumed the meal up to a range equal to your Intelligence modifier x 100 feet (minimum 0). Creatures with an Intelligence score of 2 or less are unable to join the network. As an action while your network is active, you can expend an ingredient die to detect creatures that can be harvested using your Stock Up feature. You learn the location, as well as the type, of any such creature within 60 feet of you. The probe can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. #### False Hunger *6th-level Aberrant Cuisine feature*
You learn to trigger the panic of starvation in your foes by invading their sensory centers with psychic tastes and smells. When a hostile creature moves within 10 feet of you for the first time on a turn or starts its turn there, it must make an \pagebreakNum Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes psychic damage equal to your Intelligence modifier. A creature that does not need to eat or drink is immune to this effect. #### Acquired Taste *6th-level Aberrant Cuisine feature*
Your palate has developed enough to take in psychic flavours as well as physical ones. When you are harvesting from a creature, you can forgo adding any ingredient dice to your stock and instead instantly consume part of that creature, gaining some of its recent memories. You can choose one of the creature’s skill proficiencies, if it had any, and substitute its bonuses for your own for 1 hour. For up to 10 minutes after consumption, you can explore the memories of events that the target experienced within the last 24 hours. You can hone in on particular events that lasted no more than 10 minutes in detail. Otherwise, you gain a general summary of the creature’s experiences. You can recall what you learned afterwards as accurately as if accessing your own memories. #### Substitute *10th-level Aberrant Cuisine feature*
When a creature that forms part of your Parasitic Delicacy network is forced to make an Intelligence, Wisdom, or Charisma saving throw, they can choose to use the save modifier of any other creature currently in the network in place of their own. Multiple creatures can choose the same modifier to use at the same time. Saves can be substituted in this way a number of times equal to your Intelligence modifier (minimum 0). If multiple creatures substitute a save at the same time, each creature expends a use of this feature. You regain all expended uses after completing a long rest. #### Brain Food *14th-level Aberrant Cuisine feature*
Your unusual diet has wrought permanent changes upon your mind. You become immune to hostile telepathy. If a creature attempts to breach your mind or contact you telepathically without prior consent, you become aware of this, as well as the general direction and distance to the source of the signal, but are otherwise unaffected. In addition, your Intelligence score increase by 2. Your Intelligence score maximum is now 22. ### Beast Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting beasts. You gain two ingredient dice, instead of one, when harvesting from a creature with the beast tag. #### Hearty Meals *2nd-level Beast Cuisine feature*
Whenever a creature receives temporary hit points from one of your gourmet features, it can immediately expend 5 temporary hit points to decrease its exhaustion level by 1. Multiple levels of exhaustion can be cured simultaneously, with temporary hit points expended separately for each level. #### Bait Quarry *2nd-level Beast Cuisine feature*
You use hunting techniques to help secure foes. When you intercept an attack using your Guts feature, you can expend an ingredient die to immediately grapple the attacking creature, so long as you would ordinarily be able to do so. When you are grappling a creature, you can use the Attack action to make a special melee attack and attempt to restrain it with a rope, chain, trap, or similar. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. Make a Wisdom (Animal Handling) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). If you succeed, the target is restrained. The effect persists even if you release your hold on the creature. The creature can use an action to attempt to break free, as if from a grapple, by contesting your original roll again. On a success, it is no longer restrained. \pagebreakNum #### Extra Attack *6th-level Beast Cuisine feature*
You can attack twice, rather than once, whenever you take the Attack action on your turn. #### Wild Roast *6th-level Beast Cuisine feature*
Your cooking enriches the natural succulence of your protein-packed ingredients. When you create a meal using your Campfire Cook feature, you can choose one effect of the enhance ability spell. A number of creatures of your choice equal to your Wisdom modifier (a minimum of 1) that partake of the meal gain this effect. The effect does not require concentration to maintain, and persists so long as a creature retains temporary hit points from your meal. If the Bear’s Endurance effect is chosen, the 2d6 additional temporary hit points are rolled separately for each creature affected, and are added to the total of temporary hit points they receive from your meal. Starting at 10th level, you can choose a different effect of the spell to grant to each creature that partakes of the meal. #### Game Cook *10th-level Beast Cuisine feature*
Your talents as hunter and cook are equally honed. When you hit a creature of a type you are able to harvest with a weapon attack, you can opt to target its vital points and prematurely expend its ingredient die, adding the number rolled + your gourmet level to your total damage for the attack. An ingredient die targeted in this way cannot be harvested later. If the creature you target is of a type that you can harvest two ingredient dice from, instead of one, you can prematurely expend one or both dice when targeting it with this feature. #### Choice Cuts *14th-level Beast Cuisine feature*
You now treat creatures as one size larger for the purposes of harvesting or prematurely expending ingredient dice. For example, Tiny creatures now offer 1d6, Small creatures 1d8, and so on. The size of an ingredient die cannot exceed d20. ### Cannibal Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting humanoids. You gain two ingredient dice, instead of one, when harvesting from a creature with the humanoid tag. #### Personal Chef *2nd-level Cannibal Cuisine feature*
You learn how to shadow a target you have marked for consumption. As a bonus action, choose a creature that you can see within 120 feet of you. The target must succeed on a Wisdom (Insight) check (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failure, the target is marked by your bloodlust for 24 hours. A marked target has disadvantage on Wisdom (Insight) and Wisdom (Perception) checks related to you. Once per turn when you hit the marked target with a weapon attack, you can immediately make a second attack against the same target as part of the same action. If necessary, you draw a new weapon or piece of ammunition as part of this attack. This attack is a critical hit on a roll of 19 or higher. The target ceases being marked if it dies, you mark another creature, or if you choose to release it as a bonus action. You can use this feature twice. You regain all expended uses at the end of a short or long rest. #### Cannibal's Craving *2nd-level Cannibal Cuisine feature*
When you are harvesting from a creature, you can forgo adding an ingredient die to your stock and instead instantly consume it, recovering a number of hit points equal to the number rolled on the consumed ingredient die + your Constitution modifier.
Creatures that you feed gain an enhanced appetite for violence until the start of their next long rest. Once per turn, when a creature that has partaken of your most recent Campfire Cook meal misses an attack against a target within 30 feet and the target is missing any of its hit points, the creature can reroll its attack against that target. #### Hungry Stare *6th-level Cannibal Cuisine feature*
Try though you might, sometimes your predilections can be hard to hide. It is evident when you have hunger on the brain. If you have not eaten for 4 hours or more, you gain advantage on Charisma (Intimidation) checks against humanoids. #### Butcher's Mentality *10th-level Cannibal Cuisine feature*
Your mind is by now completely dissociated from the horrors you see inflicted by your own blades. When you deal damage to a creature with an attack, you gain resistance to psychic damage and gain a +1 bonus to your Intelligence, Wisdom, and Charisma saving throws until the start of your next turn. #### Voracious *14th-level Cannibal Cuisine feature*
Your hunger for blood has become equal to that of a berserker. If the second attack granted by your Personal Chef feature is a critical hit, you can expend an ingredient die to make a third attack against the same target as part of the same action. If necessary, you draw a new weapon or piece of ammunition as part of this attack. This attack is a critical hit on a roll of 18 or higher. ### Capricious Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting fey. You gain two ingredient dice, instead of one, when harvesting from a creature with the fey tag. #### Witches' Brew *2nd-level Capricious Cuisine feature*
You have a talent for tricking guests invited to your table. You gain proficiency with the poisoner's kit. By spending thirty minutes with your cook's utensils and either alchemist's supplies, a herbalism kit, or a poisoner's kit, you can create a meal using the same method as your Campfire Cook feature, and secretly fill it with bewitching poisons. The meal’s value equals half of its usual total (rounded down). Up to six creatures of your choice that partake of the meal must make a Constitution saving throw against (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a success, a creature notices a bad taste in the food but is otherwise unaffected. On a failure, a creature is charmed by you for a number of hours equal to your Wisdom modifier, or until you or your companions do anything harmful to it. The charmed creature regards you as a good friend. In addition, the meal’s value is subtracted from a creature’s maximum hit points for the duration. When the effect ends, the creature knows it was charmed by you. The meals true contents can be revealed by a *detect poison and disease* spell, but cannot be guarded against by effects such as *protection from poison* or *purify food and drink*.
The dangerous allure of your dishes is enough to draw the nose of creatures with the force of a physical gesture. As an action, you can expend an ingredient die to cook up swirls of tantalizing steam that radiate from you in an aura with a 30-foot radius. The steam lasts for 1 minute. A hostile creature with a working sense of smell that starts its turn in the aura must make a Wisdom saving throw against your Witches’ Brew DC. On a failed save, the creature is compelled to spend at least half of its movement speed to move towards you. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses at the end of a long rest. #### Mingle Among Many *6th-level Capricious Cuisine feature*
If you spend at least 1 minute studying two or more conversing creatures, you gain temporary fluency in the language they are speaking, so long as it is one you are able to physically reproduce. You retain this fluency for 1 hour. After the hour expires, the fluency is lost when you cease conversing with another creature in the language for longer than 1 minute. #### Compliments to the Chef *6th-level Capricious Cuisine feature*
You feed off of the delight and delirium your food evokes. Your attacks now deal an additional 1 damage for each creature that has partaken of your Campfire Cook or Witches' Brew meals in the last 12 hours (up to a maximum of +10 additional damage). #### Gracious Host *10th-level Capricious Cuisine feature*
You can touch a creature as an action to extend your hospitality to it. An unwilling creature must succeed on a Wisdom saving throw against your Witches' Brew DC to resist the effect. The targeted creature immediately becomes invisible and hidden to the senses of all creatures other than you that do not possess truesight. Any conditions currently affecting the target are transferred to you, and any temporary hit points you have are transferred to the creature. If you are under the effects of a beneficial spell of 5th-level or lower, such as the haste spell, you can also choose to transfer the spell and its benefits to the target creature. Your hospitality lasts for 1 hour, or until you choose to withdraw it as a bonus action. When your hospitality is withdrawn, the target creature immediately loses any benefits you have granted it. Any temporary hit points the target creature has remaining return to you, and any conditions currently affecting you are transferred to the target creature. In addition, the target creature becomes vulnerable to all damage until the start of its next turn. The next attack roll made against the creature before the start of its next turn has advantage. Once you use this feature, you must complete a short or long rest before you can use it again. \columnbreak #### Seductive Sweetmeats *14th-level Capricious Cuisine feature*
You can expend an ingredient die as part of a Charisma (Deception) or Charisma (Persuasion) check to grant yourself advantage on the check by offering a small treat of the target's liking. If the target consumes the offering within the next hour, you can choose to have it immediately fall under the effects of your Witches' Brew feature. The value subtracted from the target's maximum hit points equals the number rolled on the expended die + your gourmet level. ### Elemental Cuisine
You enhance your cooking and combat skill with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list. ***Cantrips.*** You learn three cantrips: *produce flame* and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ***Spell Slots.*** The Elemental Cuisine Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *burning hands* and have a 1st and a 2nd-level spell slot available, you can cast *burning hands* using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and evocation spells on the wizard spell list. The Spells Known column of the Elemental Cuisine Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. \pagebreakNum An elemental gourmet cooks up a fiery brunch amongst ancient standing stones
Your preferences have resulted in particular skill when it comes to hunting and harvesting elementals. You gain two ingredient dice, instead of one, when harvesting from a creature with the elemental tag. \pagebreakNum #### Alchemical Gastromancy *2nd-level Elemental Cuisine feature*
Your recipes interact with elemental magic in ways that continue to deliver an exhilarating culinary experience long after the last bite. When a creature partakes of a meal created using your Campfire Cook feature, it gains a stored version of the 1st-level spell absorb elements that remains stored for 8 hours, or until the creature is knocked unconscious. As a reaction when it takes acid, cold, fire, lightning, or thunder damage, a creature can release this spell to instantly cast it upon themselves. The stored spell is then consumed. #### Experimental Fusions *6th-level Elemental Cuisine feature*
By combining magic and food, you create new recipes greater and stranger than the sum of their separate components. When you cast a spell of 1st level or higher, you can expend an ingredient die to prepare one of the effects listed below as part of the spell. You can use this feature twice. You regain all expended uses at the end of a short or long rest. ##### Experimental Fusions The fusions are presented in alphabetical order. ***Deconstructed.*** You draw out the ingredients of water to change a spell. You can convert the damage type of the spell to one from the following list: acid, cold, fire, lightning, thunder, or bludgeoning. The first time the spell deals damage, it also deals additional damage equal to the number rolled on your expended ingredient die. ***Kick it Up.*** You draw out the ingredients of fire to bolster a spell attack. Add the number rolled on the expended ingredient die to your spell attack roll. ***Rustic Charm.*** You draw out the ingredients of earth to reinforce the heft of a spell. Add half the number rolled on the expended ingredient die, rounded up, to your spell save DC for this spell. The increased DC lasts for the duration of the spell. ***With a Twist.*** You draw out the ingredients of air to put a spin on a ranged spell attack. Add 5 x the number rolled on the expended ingredient die to the spell’s range in feet. The spell can now also move around corners if necessary, and ignores three-quarters cover and half cover to reach its target if it is in range. #### Element Eater *6th-level Elemental Cuisine feature*
You have trained your body to subsist on and savor elemental energy. When you are targeted by or included in the area of effect of a spell, attack, or other effect that deals acid, cold, fire, lightning, thunder, or bludgeoning damage and you have resistance to that damage, you can expend an ingredient die to absorb the resisted element instead, taking no damage from the triggering effect and instead regaining a number of temporary hit points equal to the number rolled on the expended die. These temporary hit points do not replace those granted by your other gourmet features, but instead are added to them. When you absorb damage in this way, you gain advantage on Intelligence (Arcana) checks related to the corresponding damage type for 1 hour. \columnbreak You can use this feature a number of times equal to your Constitution modifier (a minimum of 0). You regain all expended uses at the end of a long rest. #### Spell Chef *10th-level Elemental Cuisine feature*
You learn the create or destroy water spell. The spell doesn't count against the number of gourmet spells you know, and you can cast it without a material component. You can also cast the create food and water spell once without a spell slot, and you regain the ability to do so when you finish a long rest. In addition, you can expend one gourmet spell slot as an action to create an ingredient die. A 1st-level spell slot creates 1d8. The ingredient die's size increases by one for each slot level above 1st. For example, a 2nd-level spell slot creates 1d10. #### Stirring Energies *14th-level Elemental Cuisine feature*
Your understanding of the way the elements combine and recombine has reached a near-innate level that allows you to draw their power directly from your own sustenance. When you cast a spell with a casting time of an action that deals either acid, cold, fire, lightning, thunder, or bludgeoning damage, you can choose to convert any temporary hit points you have, up to a maximum equal to twice your gourmet level + your Wisdom modifier, as part of the same action. For every temporary hit point you convert, the first damage roll of the spell deals an additional 1 damage of the corresponding damage type. ### Gelatinous Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting oozes. You gain two ingredient dice, instead of one, when harvesting from a creature with the ooze tag. \pagebreakNum #### Sticky Hands *2nd-level Gelatinous Cuisine feature*
Whenever you create a meal using your Campfire Cook feature, you gain a climb speed equal to your walking speed that lasts for 8 hours. You can cling to and move upside down along ceilings while climbing. You also gain advantage on Strength or Dexterity checks and saving throws made to grab or keep hold of an object for the duration. As an action, you can give these benefits of this feature to a creature that you touch. The shared benefit lasts for 1 hour. Once you extend this benefit to another creature, you can’t do so again until you next use your Campfire Cook feature, or unless you choose to give up your own benefits to do so.
You can use your cook’s utensils to create living jellies of your own. During a short or long rest, you can expend ingredient dice to create a pool of hit points using the same method as your Campfire Cook feature. From this pool, you draw hit points to create one or more batches of sickly trifles. A batch appears in an unoccupied space on a horizontal or vertical surface within 5 feet of you. This creature is a Medium swarm of Tiny oozes, and uses the batch of sickly trifles stat block. When you create a batch, choose a flavor: Rubbery, Sour, or Sticky Sweet. The trifles in a batch have their appearance influenced by the chosen flavor, which determines one of the traits in the batch's stat block. Trifles disappear when a batch drops to 0 hit points, and can't be harvested for ingredient dice. When you use your Campfire Cook feature, you can also create batches of sickly trifles by converting 5 or more temporary hit points from the meal into hit points for a batch. A batch lasts until the start of your next long rest. The maximum number of batches you can control at once is equal to your proficiency bonus. If you create a new batch while at this maximum, the oldest batch immediately dissolves. On each of your turns, you can take a bonus action to command any batches you control to move up to their speed and take actions from their stat block. If not commanded, the batches do nothing. A batch of trifles can be carried in a vessel appropriate for a Tiny creature until commanded to move with its own speed. \columnbreak ___ > ## Batch of Sickly Trifles >*Medium swarm of Tiny oozes, neutral* > ___ > - **Armor Class** 8 > - **Hit Points** equals your gourmet level + 5 or more hit points allocated from your pool > - **Speed** 10 ft, climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)| 6 (-2)|12 (+1)| 1 (-5)| 6 (-2)| 1 (-5)| >___ > - **Damage Resistances** acid, cold, fire, piercing, poison, psychic, slashing > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone > - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 8 > - **Languages** understands only your commands > - **Challenge** __ **Proficiency Bonus** equals your bonus > ___ > ***Amorphous Swarm.*** The batch can occupy another creature's space and vice versa, and it can't gain hit points or temporary hit points. The batch can move through a space as narrow as 1 inch wide without squeezing. > > ***Spider Climb.*** The batch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***(Sour Only).*** The batch adds your proficiency bonus to the damage it deals, and hit points it loses, when it uses its Slather action to successfully slather a creature. > > ***(Sticky Sweet Only).*** Every foot of movement while in the batch's space costs 1 extra foot. > > ### Actions > ***Slather.*** The batch moves up to its speed. Whenever the batch enters a creature's space, the trifles attempt to cover the creature in the slime that makes up their own bodies. The creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 1d4 + your Wisdom modifier acid damage, and is slathered. The slathered creature has its speed reduced by 10 feet and gains disadvantage on ability checks until someone takes an action to wipe off the offending slime. The batch loses hit points equal to the number rolled on the d4 whenever it successfully slathers a creature. > > ***Congeal (Rubbery Only).*** The batch moves up to its speed. If the batch ends its movement in an unoccupied space, the trifles gather into a wobbling mass and lose their Amorphous Swarm property. Before the end of your next turn, a creature can bounce off the congealed trifles to double its jump distance. The impact returns the batch to its usual form. \pagebreakNum #### Bellyful of Jelly *6th-level Gelatinous Cuisine feature*
Your viscous victuals wobble and warp to absorb energy. A creature that retains temporary hit points from your gourmet features has resistance to bludgeoning and lightning damage. #### Amorphous Medley *6th-level Gelatinous Cuisine feature*
Your biology undergoes several changes as a result of your daring diet. You gain the following benefits: - You no longer need to breathe. - You can consume food and drink by touching it against your skin. - You can squeeze through a space that is large enough for a creature two sizes smaller than you. - Once per short rest, you can become transparent for 1 minute. While transparent, even when in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. You must concentrate on the transformation as if concentrating on a spell. #### Caustic Connoisseur *10th-level Gelatinous Cuisine feature*
Repeated experiences with your unruly ingredients have made you a fine judge of acidic elements that you both sample and serve. You gain immunity to acid damage. Moreover, once per turn when one of your oozes deals damage, you add an additional 1d4 to the acid damage dealt. #### Flan Fortress *14th-level Gelatinous Cuisine feature*
You can truly boast of breaking the mold with your culinary creations. As an action, you can expend an ingredient die to create a gelatinous cube. The cube swells into being around you, and you are Engulfed by the cube at the centre of its space. The cube uses its statblock from the Monster Manual, with the following changes: - The cube has extra hit points equal to the number rolled on your expended ingredient die + your gourmet level. Any batches of sickly trifles within 10 feet of you when the cube is created are absorbed into its mass, and their remaining hit points are also added to the cubes total hit points. - The DC of the Dexterity and Strength checks to avoid the cube’s Engulf action, or to pull a creature from the cube, now equals 8 + your proficiency bonus + your Wisdom modifier. - While you are Engulfed by the cube, you are not restrained, and can freely enter or exit the cube's space. The cube is friendly to you, and will obey your mental commands (no action required by you). In combat, the cube shares your initiative count, but it takes its turn immediately before yours. \columnbreak If it is reduced to 0 hit points, or is still intact after 1 hour, the cube dissolves into a puddle of ooze. The remains can't be harvested for ingredient dice. At any time whilst the cube is within 5 feet of you, you can use an action to break the cube down into a number of batches of sickly trifles of your choice, which appear in or immediately adjacent to the space vacated by the cube. You allocate each batch hit points as usual from the cube’s remaining hit point total. Once you use this feature, you must complete a short or long rest before you can use it again. ### Hellish Cuisine
Choose one circle of the Nine Hells of which your fiendish tutor is a denizen. The damage type associated with each circle is used by features you gain later. ##### Hellish Tutor
You have cajoled your way to culinary prowess by the force of your personality. Whenever a gourmet feature uses your Wisdom modifier, you can use your Charisma modifier instead. You can also speak, read, and write Infernal. Whenever you make a Charisma (Persuasion) check concerning the negotiation of a deal or the exchange of goods, you gain advantage on the check. #### Pact Lunch *2nd-level Hellish Cuisine feature*
Your meals carry within them an unspoken contract, agreed and entered into between those that share the food. All creatures that partake of your Campfire Cook meal are bonded in an invisible pact with each other and yourself until the end of their next long rest. When a creature that forms part of this pact hits a target with an attack, it can choose to steal 5 temporary hit points from any creature in the pact, other than you, within 120 feet of itself, to increase the damage of that attack by 1d8. Starting at 10th level, up to 2d8 extra damage can be added to the attack. At 14th level, up to 3d8 can be added. Each additional d8 costs a further 5 temporary hit points. Any creature, including yourself, that is part of the pact when it dies and is not revived within 1 minute has its soul claimed by your hellish tutor for use in the Nine Hells. #### Signature Dish *6th-level Hellish Cuisine feature*
Your powers of culinary commerce now further enable the spread of your tutor's influence. Whenever you create a meal using your Campfire Cook feature, you gain resistance to damage of the type associated with your hellish tutor. The resistance lasts until the start of your next long rest. One willing creature that partakes of your meal can choose to give up resistance to a damage type it permanently benefits from and gain the benefits of this resistance instead. If you agree to the exchange, you lose the benefits of this resistance and gain the benefits given up by the other creature. The exchange lasts until the start of your next long rest. If you later grant the same creature temporary hit points again with a gourmet feature, you can choose to swap back the exchanged resistances at the same time. #### Hellforged Utensils *6th-level Hellish Cuisine feature*
You learn to perform a ritual that exchanges one weapon you carry for another crafted in the forges of your hellish tutor’s circle. You perform the ritual over the course of 1 hour, which can be taken during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which the weapon vanishes, and is replaced with an exact copy that was spawned in the Nine Hells. The hellforged weapon is magical for the purposes of overcoming resistances and immunities while you wield it. If you deal additional damage with a weapon attack using the hellforged weapon due to your Robust Blows, that damage becomes the type associated with your hellish tutor. \columnbreak You can exchange a number of weapons in this way equal to your proficiency bonus. If you try to exceed your maximum number of exchanged weapons, the oldest exchanged weapon immediately vanishes to be replaced by its mundane counterpart, and then the new exchange takes place. #### Bottomless Pit *10th-level Hellish Cuisine feature*
As an action, you offer your own temporary hit points as a sacrifice to attract the appetite of a powerful fiend associated with your tutor. Expend a number of your own temporary hit points of your choice to summon a black portal that forces its way through the planes in a 15-foot-radius, 60-foot-high cylinder centered on a point you can see within 60 feet of you. The inside of the portal is in complete magical darkness that cannot be dispelled, and from within it emanates the hungry calls of some powerful denizen of the Nine Hells. Its space is considered difficult terrain. The portal holds a well of hit points equal to 3 x the number of temporary hit points you sacrificed. It has an AC of 8 + your Charisma modifier and automatically fails all saving throws. It is immune to all conditions, as well as damage of the type associated with your hellish tutor. A creature that can see the portal within 120 feet of it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) when it attempts to make an attack or cast a harmful spell. On a failure, any attacks or harmful spells it makes must be directed at the portal. Creatures that are bonded with you through your Pact Lunch feature are immune to this effect. The portal persists for 1 minute, or until its well of hit points is depleted. Once you use this feature, you must complete a long rest before you can do so again. #### Soul Food *14th-level Hellish Cuisine feature*
A small slice of the soul exchange is now yours to barter. Whenever a creature that forms part of your Pact Lunch kills another creature, or dies itself, within 1 mile of your location, you feel the rush of its passing as a ringing in your own being. When this happens, you can expend an ingredient die as a reaction to trap the deceased creature’s soul, as if by the soul cage* spell. When it is cast this way, the spell can capture the soul of any creature of a type that can be harvested using your Stock Up feature. The spell traps the soul inside a small item of food created by the casting, and it remains trapped there for up to 24 hours, even once it has been fully exploited by the means of the spell. At any time while the soul is trapped, you can expend a number of ingredient dice equal to the deceased creature’s total class level (if it has one) or CR to restore it to life in a new copy of its body. The restored creature appears unconscious in an empty space adjacent to you with 1 hit point. Otherwise, when the 24 hours are up, the soul is sent on to the appropriate level of the Nine Hells to be claimed by your tutor. You can have a number of souls trapped equal to your Charisma modifier (minimum of 1). If you attempt to trap a new soul while at your maximum, the attempt fails. \pagebreakNum
You can apply a process to stretch your ingredients at the cost of nutritional value. Over the course of 1 minute, you can convert an ingredient die into 2 dice of the size immediately below it. For example, you can take 1d10 from your Stock to convert into 2d8s, convert 1d8 into 2d6s, and so on. \columnbreak #### Bonus Proficiencies *2nd-level Industrial Cuisine feature*
You gain proficiency with potter’s tools and your choice of smith’s tools or tinker’s tools. #### Oven Golem *2nd-level Industrial Cuisine feature*
You build a mobile means of automating your cooking, an oven golem. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the oven golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or more; your choice has no effect on its game statistics. In combat, the golem 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 golem can take any action of its choice, not just Dodge. The oven golem uses ingredient dice to fuel a number of special abilities, described in its stat block below. As an action, you can store a number of ingredient dice within the golem up to 1 + your Wisdom modifier. The oven golem requires at least one ingredient die to keep its internal fires kindling: if the last ingredient die stored within it is expended, it will immediately become inert. While inert, the oven golem is incapacitated, cannot move, and fails all saving throws. It remains in this state until you use an action to restock it with at least one ingredient die. The golem also becomes inert if you die. If the mending spell is cast on it, it regains 2d6 hit points. If it reaches 0 hit points and dies, you can recover ingredient dice stored within it so long as its body remains intact. At the end of a short rest, you can create a new oven golem using potter’s tools or smith's tools. If you already have an oven golem from this feature, the first one immediately perishes. #### Take Hearth *6th-level Industrial Cuisine feature*
The fires of your assistant carry hope as well as heat, even where you are absent. You may use your reaction to allow your oven golem to use your Guts feature, instead of you, if it is in a position to do so. #### Trade Secrets *6th-level Industrial Cuisine feature*
Your interdisciplinary approach pays dividends in technical knowledge. You learn one cantrip and one 1st-level spell of your choice from the artificer spell list. Both choices must require a material component. A set of tools you are proficient with can act as your focus for these spells. Wisdom is your spellcasting ability for these spells. You can cast your chosen 1st-level spell at its lowest level a number of times equal to your Meal Multiplier. You regain all expended uses when you finish a long rest. \pagebreakNum #### Preservative *10th-level Industrial Cuisine feature*
Thanks to the proprietary additives in your recipe, creatures who partake of your Campfire Cook meal gain the effects of the death ward spell. #### Industry Standard *14th-level Industrial Cuisine feature*
You have perfected your on-the-go cooking methods to a degree of rigor that any food regulator would be proud of. When rolling more than one of the same size of ingredient die for your Campfire Cook feature or for any of your oven golem’s actions, you may pick one of the dice rolled and count all other dice of the same size as if they had rolled the same number.
Your preferences have resulted in particular skill when it comes to hunting and harvesting monstrosities. You gain two ingredient dice, instead of one, when harvesting from a creature with the monstrosity tag. #### Bonus Proficiencies *2nd-level Monstrous Cuisine feature*
You gain proficiency with medium armor and martial weapons. #### Pungent Elxir *2nd-level Monstrous Cuisine feature*
You learn to boil the glands and giblets of your foes down into a bracing bile reminiscent of troll oils. At the end of a long rest, you create a small, yellowish elixir in an empty flask or waterskin. The elixir lasts until the end of your next long rest. As a bonus action, you can consume the elixir to gain a regenerative effect that lasts for 1 minute. While the effect is active, you regain hit points equal to half your gourmet level at the start of each of your turns. If you take acid or fire damage, the regenerative effect doesn’t function at the start of your next turn. If you start your turn with 0 hit points and are able to regenerate, the effect ends immediately afterward. If a creature other than yourself consumes one of your elixirs, they do not gain its effects, and must succeed on a DC 20 Constitution saving throw or become poisoned for 1 hour. #### Whet Appetite *6th-level Monstrous Cuisine feature*
Whenever you expend ingredient dice during a short or long rest, you can use the leftovers to glaze a melee weapon with a poison which lasts for 8 hours. When you hit a creature with an attack using the poisoned weapon, you deal one die of poison damage to the target, in addition to the weapon’s damage. The die is equal in size to the largest ingredient die you expended during the rest. When a creature takes this additional damage, you can expend an ingredient die to force it to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your \columnbreak Wisdom modifier). On a failure, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a successful save. #### Monstrous Medley *6th-level Monstrous Cuisine feature*
You can now turn the natural abilities of your foes against them through your culinary experience. When you create a meal using your Campfire Cook feature, you can choose two conditions from the following list: blinded, charmed, deafened, paralyzed, petrified, or poisoned. A creature that partakes of the meal gains advantage on saving throws against the chosen conditions for 12 hours, or until it is knocked unconscious. At 10th level, you become permanently immune to two conditions of your choice, selected from those listed.
When you intercept an attack using your Guts feature and the attack hits you, you can treat the damage of the attack as though your Sturdy Defense is active. In addition, you can reroll a Constitution saving throw that you fail once per long rest. You must accept the new result. #### Raw & Bloody *14th-level Monstrous Cuisine feature*
Your skill and savagery allows you to instantly tear an ingredient die free from a creature you are able to harvest when you slay it. As a bonus action when you perform this special harvest, you can emit a guttural roar that evokes the very monsters you slay. All hostile creatures that can hear you within 60 feet must make a Wisdom saving throw (DC equal to 8 + the maximum roll for your specially harvested ingredient die). Creatures that fail the saving throw are frightened of you for 1 hour. At the end of each of its turns, a creature can make a further Wisdom saving throw. On a success, the effect ends. A creature that succeeds on its saving throw is immune to this effect for 24 hours. Once you use this feature, you must complete a short or long rest before you are able to use it again. \pagebreakNum ### Ordning Cuisine
Your time serving the giants has taught you how to provide for enormous creatures with even bigger appetites. You gain two ingredient dice, instead of one, when harvesting from creatures of size Large or larger. #### Underfoot Advantage *2nd-level Ordning Cuisine feature*
Thanks to the attentive hours you have spent waiting behind table legs taller than yourself, you gain the following benefits: - You can speak, read, and write Giant. - You gain advantage on Dexterity (Stealth) checks when attempting to Hide within 30 feet of a creature of size Large or larger, as long as you are at least one size smaller than it. - You learn the *magic stone* cantrip. Wisdom is your spellcasting modifier for this spell. When you cast it, you mark each stone with a rune derived from the markings upon giants’ throwing boulders.
You have adapted the recipes of the giants ‐ their maat or "good" food ‐ down to size for all. Choose two of the menu options below to enhance the meals you create. Your choices must be adjacent to one another: if you served a Cloud Giant in your previous station, you will know nothing of the tastes of the Hill Giants, but you may well have cooked for a Fire Giant employed in their castle, or a Storm Giant welcomed as a rare guest. When you reach 10th and 14th level in this class, you learn one additional menu option. The new option you choose must be adjacent to one of your previous choices. Each time you use your Campfire Cook feature to create a meal, you choose which menu option to prepare. A creature that partakes of your meal gains the benefit of the chosen menu option, which lasts until the start of its next long rest. If you grant a creature temporary hit points using your Fodder Break when you gain that feature at 5th level, you can choose to swap the benefit to another menu option you know. The new option must be the same for all creatures you expend ingredient dice on during the Fodder Break. ##### Maat Menu Options Here are the options for the Maat Menu feature. A creature must retain temporary hit points from your gourmet features to activate these effects. Each effect can be activated only once per round. ***Hill (Hunger).*** A creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to one attack roll it makes. The number rolled is immediately subtracted from the creature’s remaining temporary hit points. ***Stone (Artistry).*** A creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to one ability check it makes. The number rolled is immediately subtracted from the creature’s remaining temporary hit points. ***Frost (Potency).*** When it successfully hits a target with a weapon attack, a creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to the attack's damage. The number rolled is immediately subtracted from the creature’s remaining temporary hit points. ***Fire (Craft).*** When it is targeted by an attack, a creature can roll a number of d4s up to your Meal Multiplier. The creature gains a bonus to its AC equal to half the total number rolled (a minimum of 1). The bonus lasts until the start of the creature's next turn, and is included against the triggering attack. The total number rolled on the dice is immediately subtracted from the creature’s remaining temporary hit points. ***Cloud (Novelty).*** On its turn while it is not incapacitated, a creature can expend 5 temporary hit points to teleport the same number of feet to a point it can see in any direction. Multiple increments of 5 temporary hit points can be expended at once, up to a maximum number of temporary hit points equal to 5 x your gourmet level. ***Storm (Atmosphere).*** On its turn, a creature can roll a number of d4s up to your Meal Multiplier, creating a thrum of power with a radius in feet equal to 5 + the number rolled. Hostile creatures within the area take lightning damage equal to your Wisdom modifier. The number rolled is immediately subtracted from the activating creature’s remaining temporary hit points. \pagebreak #### Scaling Service *6th-level Ordning Cuisine feature*
Size to you has always been a matter of perspective; different from table to table and guest to guest. As a bonus action, you can expend 2 ingredient dice to cast the enlarge/reduce spell on yourself. When the spell is cast in this way, it does not require material components. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses at the end of a long rest. #### Heightened Senses *6th-level Ordning Cuisine feature*
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell when detecting humanoids of at least one size category smaller than you. #### Colossal Corpulence *10th-level Ordning Cuisine feature*
As your physicality begins to rival that of giants, you gain the following benefits whenever your size is increased via the effects of the enlarge/reduce spell: - The effectiveness of your Robust Blows and Sturdy Defense is doubled. - You cannot be knocked prone while you retain temporary hit points from your gourmet features. #### Rise Above *14th-level Ordning Cuisine feature*
You can finally step out of the shadow of your former masters and meet them eye-to-eye. Whenever you are targeted by the enlarge option of the enlarge/reduce spell, you can expend an ingredient die to enhance its effects. When you do so, the spell is altered in the following ways: - Your size and weight increases by two categories, instead of one — from Medium to Huge, for example. - You gain temporary hit points equal to your gourmet level + the number rolled on the expended ingredient die. - While your weapons are enlarged, your attacks with them deal 2d4 extra damage, rather than 1d4, and your reach with them increases by 5 feet. - Your Strength score is increased for the duration of the spell as though you have consumed a potion of giant strength. See the item’s description in the Dungeon Master’s Guide for more information. Roll on the table below when you are enlarged to determine your temporary Strength score.
You maintain a routine instilled in you during military training that has given you the grit to last through hardships and days of hard tack. As a result, you gain the following benefits: - You are proficient with medium armor and martial weapons. - You have advantage on saving throws against exhaustion. - Your carrying capacity is doubled. #### Rationing *2nd-level Quartermaster's Cuisine feature*
A good quartermaster manages their supplies carefully. Whenever you roll to create a meal using your Campfire Cook feature, you can choose to withdraw any number of ingredient dice from the meal after seeing the result of the roll. The withdrawn ingredient dice are placed back in your Stock, and their value is removed from the meal’s total. #### Marching Orders *2nd-level Quartermaster's Cuisine feature*c
Your cooking, and your example, keeps your unit moving in lockstep. A creature that retains temporary hit points from your gourmet features has advantage on saving throws against effects that would reduce its speed. Whenever you use your Lunch Rush, when you gain that feature at 3rd level, you can expend an ingredient die and choose a number of creatures that can see or hear you within 10 feet of the line of your movement, up to a number equal to your Wisdom modifier (a minimum of 1 creature). Each chosen creature can immediately use its reaction to move up to its speed either up or down the direction of the line, without provoking opportunity attacks from any creature forced to make a saving throw against your Lunch Rush. \pagebreakNum #### Extra Attack *6th-level Quartermaster's Cuisine feature*
You can attack twice, rather than once, whenever you take the Attack action on your turn. #### Logistical Insight *6th-level Quartermaster's Cuisine feature*
Your training in supply solutions comes to the fore in a tight spot. As a bonus action, you can make a Wisdom (Survival) check on an area of terrain you can see that fits within a 150-foot cube, contested by a d20 rolled by the DM. If a spell within the area is affecting the terrain, the spell’s level is added to the contesting roll. If you succeed, you ignore difficult terrain within the chosen area, and you gain advantage on Strength (Athletics) checks related to climbing, swimming, jumping, or otherwise traversing the environment within the chosen area. These benefits last for 10 minutes. You must concentrate on them as if concentrating on a spell. Creatures of your choice share these benefits while they are within 60 feet of you and can hear you. Once you use this feature, you must complete a short or long rest before you can do so again. #### Fortified Discipline *10th-level Quartermaster's Cuisine feature*
Those who bond over food are better bonded as a unit on the field. A creature that partakes of your Campfire Cook meal gains advantage on saving throws against being frightened until the start of its next long rest, or until it is incapacitated. Whenever a creature with this benefit succeeds on a saving throw and is within 10 feet of an ally it can see, it gains the benefits of half cover until the end of its next turn. #### Deploy Reserves *14th-level Quartermaster's Cuisine feature*
Through the trust you have earned among your comrades, you can to call on them to dig deep to push for victory. As a bonus action, you can expend an ingredient die and bellow an order. A creature within 60 feet of you that can hear you and retains temporary hit points from your gourmet features can use its reaction to expend all of its remaining temporary hit points and immediately take an extra action following the end of your turn. Actions taken by multiple creatures in this way are resolved according to initiative order. Once a creature completes its additional action, it must succeed on a DC 15 Constitution saving throw. On a failed save, it gains one level of exhaustion. Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak ### Rare Cuisine
Your preferences have resulted in particular skill when it comes to hunting and harvesting dragons. You gain two ingredient dice, instead of one, when harvesting from a creature with the dragon tag. #### Rich Blood *2nd-level Rare Cuisine feature*
While you retain temporary hit points granted by your gourmet features, your body takes on a slight lustrous sheen, and you add half of your Wisdom modifier (rounded down) as a bonus whenever you make a Charisma check. As a bonus action while under this benefit, you can expend an ingredient die to add the same bonus to your AC for 1 minute. #### Expensive Taste *2nd-level Rare Cuisine feature*
You have also developed the dragons’ famous nose for gold. You can use your action to inhale and open your olfactory channels to detect treasures. Until the end of your next turn, you detect the presence and direction of any precious gemstones, gold, platinum, or silver objects within 100 feet of you. You know the type of material and gain a general sense of its quantity. Your sense of smell can penetrate most barriers, but is blocked by 1 foot of solid stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. \pagebreakNum #### Bated Breath *6th-level Rare Cuisine feature*
You can now concoct recipes that mimic the rare taste of dragon cuisine. When a creature partakes of a meal created using your Campfire Cook feature, it gains a stored version of the 2nd-level spell dragon’s breath* that remains stored for 8 hours, or until the creature is knocked unconscious. Wisdom is your spellcasting modifier for this spell. As a bonus action, a creature can release this spell to instantly cast it upon themselves. The stored spell is then consumed. When the spell is cast in this way, it does not require material components or concentration.
Nothing you serve to friend or foe would be complete without some added draconic flair. Whenever you hit a creature with a weapon attack, you deal additional damage equal to your Wisdom modifier. The additional damage dealt is your choice of acid, cold, fire, lightning, poison, or thunder damage. \columnbreak #### Chef's Scales *10th-level Rare Cuisine feature*
Your high-end diet has nurtured magic in your blood that you can use to rebalance a situation moving out of your control. When a creature that retains temporary hit points from one of your gourmet features is within 60 feet of you and rolls a 1 on an attack roll or saving throw, you can use your reaction to expend an ingredient die and imbue it with a sudden wealth of energy. Translucent, colored scales bloom on its body, granting it a +2 bonus to AC until the end of its next turn. The next attack roll or saving throw it makes before the end of its next turn is automatically a 20.
Your appetites are now practically indistinguishable from those of a true dragon. You gain proficiency in Charisma saving throws, and you can now consume gold as if it were ordinary food. For every 1000gp that you eat, your hit point maximum and your Charisma score increase by 1. You can gain a maximum of 50 additional hit points in this way. Your Charisma score maximum is now 22.
Your preferences have resulted in particular skill when it comes to hunting and harvesting plants. You gain two ingredient dice, instead of one, when harvesting from a creature with the plant tag. #### Cultivate *2nd-level Vegetarian Cuisine feature*
Your skill in botany allows you to nurture high-quality ingredients from natural sources. You gain proficiency in the Nature skill. When you end a long rest in terrain capable of sustaining plant life, you add one extra ingredient die to your stock, which is a d8. At 6th level, this ingredient die becomes a d10. At 14th level, it becomes a d12. #### Zest & Zeal *2nd-level Vegetarian Cuisine feature*
Your food invigorates guests with extra energy that can be expressed in sudden bursts of speed. A creature that retains temporary hit points from your Campfire Cook meal has its movement speed increased by 10 feet. This bonus increases to 15 feet at 10th level, and to 20 feet at 14th level. Whenever it makes a a Dexterity (Acrobatics) check, Dexterity (Sleight of Hand) check, or a Dexterity saving throw, a creature can expend 5 temporary hit points granted by your gourmet features to add your Wisdom modifier to the result. Whenever it does so, its movement speed increases by 10 feet until the end of its next turn. #### Full-bodied Fling *6th-level Vegetarian Cuisine feature*
The number of ingredient dice you can expend when making your Lunch Rush increases to a maximum of two. At 14th level, it increases to a maximum of three. \columnbreak In addition, when you move at least 15 feet straight towards a creature and then make an attack against it on the same turn, the creature takes bludgeoning damage equal to your Robust Blows bonus, regardless of whether the attack hits or misses. #### Compost *6th-level Vegetarian Cuisine feature*
Also starting at 6th level, you can expend 4 ingredient dice to cast the plant growth spell as if it were a ritual. You must complete a long rest before you can use this feature again. #### Sensational Flavor *10th-level Vegetarian Cuisine feature*
Your cooking equally thrills and enhances the senses. A creature that partakes of your Campfire Cook meal gains darkvision out to a distance of 60 feet until the start of its next long rest. If it already has darkvision, its range increases by 60 feet. While a creature retains temporary hit point from your gourmet features, it adds your Wisdom modifier to initiative rolls, and it cannot be surprised. #### Organic Efficiency *14th-level Vegetarian Cuisine feature*
You have become a boundless dynamo of energy. Your lively constitution affords you the following benefits: - Your movement speed is permanently increased by 5 feet. - You gain additional uses of your Lunch Rush feature equal to your Wisdom modifier. - When you would normally roll one or more ingredient dice to deal damage to creatures knocked prone by your Lunch Rush, you instead use the highest number possible for each die. For example, instead of dealing 1d6 + 1d10 bludgeoning damage, you deal 16.
Artificers are students of magic just as dedicated as any wizard: but what sets them apart is their equal devotion to practical experimentation. The ivory tower of page and theory is not for them: a newly noted arcane mechanism has no value without reliable application. Included below is a vocation of artificer who, all too typically, observed one of the most ephemeral, powerful forces of the universe, and decided to make the next model handheld.
You gain proficiency with smith's tools or woodcarver's tools. If you already have these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice. #### Watchmaker Spells *3rd-level Watchmaker feature*
You always have certain spells prepared after you reach particular levels in this class, as shown in the Watchmaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. \columnbreak ##### Watchmaker Spells | Artificer Level | Spell | |:---:|:-----------| | 3rd | *alarm*, *inflict wounds* | | 5th | *blur*, *gentle repose* | | 9th | *haste*, *slow* | | 13th | *dimension door*, *fabricate* | | 17th | *mislead*, *swift quiver* | #### Wondrous Timepiece *3rd-level Watchmaker feature*
You create a wondrous timepiece, an intricate clockwork device with which you can track and control time. The timepiece is a Tiny object with an AC of 11 and hit points equal to your artificer level. You determine its exact appearance, such as if it has a face and hands or a more esoteric design. While holding it, you can use the timepiece as a spellcasting focus for your artificer spells. You can consult the timepiece as an action to learn the time of day, or how many hours have passed since you last consulted it. The timepiece has 12 charges, and it regains any expended charges at the end of a long rest. You can also wind the timepiece by touching it and expending a spell slot of any level as an action. When you do so, it regains a number of charges equal to the level of the spell slot expended. If the mending spell is cast on it, it regains 2d6 hit points. If it was destroyed within the last hour, you can use your smith’s tools or woodcarver's tools as an action to reassemble it, provided you are within 5 feet of its remains and you expend a spell slot of 1st level or higher. The timepiece returns to your hand after 1 minute with a number of charges equal to the level of the spell slot you expended. At the end of a long rest, you can create a new timepiece if you have your smith’s tools or woodcarver's tools with you. If you already have a wondrous timepiece from this feature, the first one immediately vanishes from the timestream. You can use the timepiece in one of the following ways: Precise Timing. Slowing time by a minute fraction, you can expand the window of opportunity for an accurate motion. When you make an attack roll or an ability check that uses your proficiency with a tool, you can expend 1 charge and roll 1d12. You can choose to use the result of either the d20 or the d12 for the attack roll or ability check. Six Second Chance. By reversing the last tick of time, you can cause events that just took place to be reevaluated. As a bonus action, you can expend 1 charge and choose one creature or object that you can see within 60 feet of you. The target must reroll one die of damage that it either dealt or received since the end of your last turn. You can choose to add or subtract your Intelligence modifier to or from the roll. The target must accept the new result. While Away the Hours. At the start of a long rest, you can set your timepiece and expend up to 4 charges to grant yourself a number of extra hours equal to the charges expended. During the extra hours, all other creatures and \pagebreakNum objects except those being worn or carried by you are frozen in time, becoming immune to all damage. The extra hours can be used as you wish for light activity, including sleeping, or attuning to magic items, for example. Time immediately unfreezes if you touch another creature, cast a spell, or move more than 60 feet away from where you set the timepiece. Alternatively, during a period of downtime while you are engaged with an activity you can undertake alone, such as crafting an item, research, or scribing a spell scroll, you can expend 12 charges and set the clock to stretch out your day. While you are committed to the chosen downtime activity, a full day’s work counts as one and a half work days for you. #### Tick, Tock *5th-level Watchmaker feature*
Once per turn when you miss with an attack you make as part of the Attack action or as part of casting a spell of 2nd-level or lower, the energy of an alternative outcome is temporarily stored in your timepiece. The next time you successfully hit with an attack roll you make before the end of your next turn, you can roll additional damage dice equal to any you would have rolled for the previously missed attack, and add the result to the damage dealt. #### Spellwinding Dial *9th-level Watchmaker feature*
You refine the mechanisms turned by the trapped hours inside your timepiece, enabling you greater control over local chronology, and even other magic. You can now use your wondrous timepiece in the following ways: Delaying Dial. As a bonus action, you can expend 1 charge and choose one creature, object, or magical effect within 30 feet of you that you can perceive. Any spell on the target that has a duration of 1 minute or longer has its duration doubled, to a maximum duration of 12 hours. Hastening Hands. As a bonus action, you can expend 1 charge and choose one creature, object, or magical effect within 30 feet of you that you can perceive. Any spell of 3rd level or lower on the target that has a duration of 1 minute or longer has its remaining duration halved. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell's duration is halved. You can affect the same target multiple times using this bonus action. Seize the Moment. You can stop the clock for a single target within 30 feet of you, freezing it temporarily in time. As an action, you can expend 1 charge and choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, this feature has no effect. If the target is a creature, everything it is wearing and carrying is frozen with it. A target you freeze in time vanishes from reality for a number of turns up to your Intelligence modifier (a minimum of 1). For each turn the target is frozen after the first, your timepiece expends 1 further charge. The target returns to the ordinary flow of time when the maximum number of turns are exceeded, when your timepiece runs out of charges, or when you die. You can end the effect yourself at any time (no action needed). \columnbreak A Dwarf Watchmaker makes some time for tinkering
Working with the time contained inside your creation has granted you apparent decades of specialized study into temporality. You gain the following benefits: - Once per turn, you can use your Precise Timing feature without expending a charge from your wondrous timepiece. When you do so, you can choose to expend additional charges to roll a number of extra d12s equal to the number of charges expended, from which you can choose your result. - When you target a creature or object with an action or bonus action granted by your wondrous timepiece, roll 1d12. The target either regains hit points or takes force damage (your choice) equal to the number rolled. \pagebreakNum # Barbarian
To unleash emotion, time and time again, across battlefields strewn either with bloodied bodies or stubborn minds, is an exhausting existence. Any cook knows how gratefully a barbarian, freshly cooled from the fires of their outburst, will accept an offered meal. And they deserve the sustenance. To hear them spoken of, most would think of barbarians as unconscionable brutes, but more often than not, these warriors do not rage for their own pain: they rage for everyone who cannot. It takes a true hero to place the path to victory for the many above the price of their own wellbeing. Included here is a direction for the anger of a barbarian whose fury burns for a worthy cause.
You are ever-ready to strike back at the aggressive hand of oppression. When a hostile creature you can see moves towards another creature within 60 feet of you, or targets it with an attack or spell, you can use your reaction to enter your rage and move up to half of your speed. #### Firebrand *3rd-level Path of the Radical feature*
Your passion blazes hot enough to burn anyone who stands in your way. When you are attacking recklessly and you hit a creature with a melee weapon attack, the weapon deals additional damage equal to your Charisma modifier. #### Impassioned Speech *6th-level Path of the Radical feature*
The righteous fury in your raised voice makes your message all the more convincing to potential converts. As an action, you can expend one use of your Rage to add 3 x your rage damage bonus to any Charisma (Intimidation) or Charisma (Persuasion) check you make for 10 minutes. #### Revolutionary *10th-level Path of the Radical feature*
You can now use your Violent Protest feature to enter your rage when initiative is rolled. When you do so, choose any number of friendly creatures within 60 feet of you that can see or hear you. The chosen creatures gain a bonus to their initiative roll equal to your rage damage bonus. #### Incite Outrage *14th-level Path of the Radical feature*
With the conviction of your ire, you can work up a crowd into an incensed, determined mob. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one creature). For 1 minute, or until your rage ends, each creature that accepts this feature gains the full benefits of your rage, as long as they are not wearing heavy armor or concentrating on a spell. Once this effect ends on a creature, it must succeed on a DC 15 Constitution saving throw. On a failed save, it gains one level of exhaustion. Once you use this feature, you must complete a long rest before you can use it again.
Professional spellweavers of the old school, bards enrapture and enchant by the spinning of yarns and the recital of song. Hitting the right mood for the moment is key: an adventurer caught on a flat note, or foot, is likely to break more than their stride. Included here are two colleges that represent extremes of artistic philosophy concerned with preparation: one that emphasizes the art of instantaneous creativity, and one that prefers to lay out the flow of a story from the very start to the very end.
While a creature holding one of your Bardic Inspiration dice can see and hear you or another creature you have inspired, it has advantage on Charisma (Deception), Charisma (Performance), and Charisma (Persuasion) checks. #### No, But... *3rd-level College of Improv feature*
Your off-the-cuff performances can flip a potentially unsavoury situation in an instant. When an eligible creature within 60 feet of you who can hear you makes an ability check, attack roll, or saving throw, you can use your reaction to grant it a Bardic Inspiration die, which the creature can immediately add to its roll. You can decide to use this reaction before or after the DM says whether the roll succeeds or fails. #### Yes, And... *6th-level College of Improv feature*
You know how to bounce off of others and encourage their displays with complementary acts of your own. When a friendly creature that you can see or hear within 60 feet of you takes an action, you can use your reaction to make a single weapon attack or cast a spell. The spell's level must be no higher than your bard level divided by 3, up to a maximum of a 5th-level spell, and must have a casting time of 1 action. You can use this feature a number of times equal to your Charisma modifier (a minimum of 0 times). You regain all expended uses when you complete a long rest. #### Once More With Feeling *14th-level College of Improv feature*
By shouting a magically charged command as an action, you can influence the world around you to end a scene and start something fresh. Creatures you choose within 90 feet that can see or hear you must make a new Dexterity check to determine their place in the initiative order. Friendly creatures with an original initiative of lower than your bard level can add your Charisma modifier (a minimum bonus of 1) to the new roll. The initiative order begins again, starting from the new highest initiative, immediately following your turn. Once you have used this feature, you must complete a long rest before you can do so again. \columnbreak ### College of the Quill
You gain proficiency with calligrapher's supplies and one skill of your choice from the following list: Arcana, History, Insight, Nature, Perception, or Religion. If you’re holding an inkwell, a quill, charcoal, or another formal writing implement, you can use it as a spellcasting focus for your bard spells. #### Authorial Implement *3rd-level College of the Quill feature*
By long labour upon the line and your love for the written word, you have imbued a quill with a touch of inspirational magic. The quill is Tiny, and has the following properties: - The quill doesn't require ink. When you write with it, the quill can write on any surface or even the air. Words written in the air remain there for 1 minute before dissipating into inky vapor. - While holding the quill, you can choose to dictate your words to be recorded in ink on a surface or unoccupied area of air within 5 feet of you (no action required). - Alternatively, you can use the quill as an instrument with which you are proficient, conducting with it or sketching musical notes that sing into life as you scribe them. \pagebreakNum
You pour your heart and soul into your craft, in the hope of hearing it come to life upon the lips of others. Over the course of a long rest, you complete a resounding work: a written creative piece that contains a number of truly inspired lines you craft, up to a number equal to your Charisma modifier. You must have calligrapher's tools, or ink and paper or parchment (1 page per inspired line) with you to complete the work, which appears in your hands at the end of the long rest as a Tiny sheaf of pages. Once the work is complete, one use of your Bardic Inspiration feature is expended for each inspired line recorded within it. The work lasts indefinitely, unless the material it is recorded upon is destroyed. Your resounding work also vanishes if you begin creating another one. As an action, you can gift a portion of your work containing an inspired line to a willing creature within 5 feet of you, be it as a page, a slip of parchment, or similar. A creature with a portion of your work can read the inspired line aloud as a bonus action and choose one creature, other than you, within 60 feet of it who can hear it. The chosen creature gains one of your Bardic Inspiration dice, which it retains for up to 10 minutes, as normal. The portion of your work is then consumed as the inspirational magic leaves it. When a creature rolls one of your Bardic Inspiration dice that it has gained in this way and you can see or hear it, you gain temporary hit points equal to 2 x the result of the roll. \columnbreak #### Magic of Metaphor *6th-level College of the Quill feature*
As a practiced weaver of both narratives and spells, you have begun incorporating the imagery of magic into your work, seeking out novel descriptions wherever you can find them. Whenever you create a resounding work, you can include an additional page detailing a spell you know as part of a vivid description. The spell's level must be no higher than your bard level divided by 3, up to a maximum of a 5th-level spell. You can read the description aloud to cast the spell using its normal casting time, without expending a spell slot or requiring material components. When cast in this way, any damage the spell deals becomes psychic damage. If the spell targets creatures with an Intelligence score of 6 or higher, each target takes psychic damage or regains hit points (your choice) equal to your Charisma modifier, in addition to the normal effects of the spell. The descriptive page vanishes when you cast its spell, or when you begin creating another resounding work. You are also skilled at researching spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Authorial Implement. Moreover, you are able to decipher spell scrolls that detail spells not on your spell list, as long as the spell appears on the spell list of a class you select one of your Magical Secrets from when you gain that feature at 10th level. #### Magnum Opus *14th-level College of the Quill feature*
You have created a work whose power to inspire will endure for generations to come. When you complete a resounding work, you can declare it your magnum opus, which grants the following benefits: - Creative Fulfilment. Uses of your Bardic Inspiration feature are not expended by inspired lines recorded in your magnum opus. - Endless Interpretation. Portions of your magnum opus are not consumed when read aloud to inspire a creature. An inspired line regains its expended power when the creature that read it aloud finishes a long rest. - Transport Reader. A creature with a portion of your magnum opus can read it silently to themselves as a bonus action and teleport to a location that you can see within 60 feet of you. The power of the inspired line is then expended. Your magnum opus vanishes only if you choose to destroy it by touching each portion of it as an action. While your magnum opus exists, you can still create additional resounding works as normal. If you die, inspired lines recorded in your magnum opus immediately regain any expended power. \pagebreakNum # Cleric
As actors on the material plane in the stead of their gods, clerics are often found in the thick of monumentous events. Great battles of magic and arms that tip the cosmic scales make for compelling chapters in a holy history. But a cleric's affairs are not only divine in nature. The keeping of the faith lies in the believers. Included here are two kinds of cleric whose disciplines bring them close to the people, as guides and defenders of common justice.
You gain domain spells at the cleric levels listed in the Parity Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work. \columnbreak
You are granted insight into the measure against which a soul might be weighed. As an action, you target one creature you can see. You learn the creature's current alignment, as well as the total of material wealth it currently carries. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. #### Level Playing Field *1st-level Parity Domain feature*
You can smooth the footing of fate between disparate beings. As an action, you choose two creatures within 60 feet of you (which can include yourself). You create a magical bond between them for 10 minutes or until you use this feature again. While a bonded creature is within 60 feet of its counterpart, it can choose to forgo rolling a d20 for any attack roll, ability check, or saving throw it makes, and instead use the last d20 result rolled by its counterpart since it was bonded. If either creature rolls a 1 on a d20, its counterpart must use the result on its next turn. \pagebreakNum 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. #### Channel Divinity: Spread the Wealth *2nd-level Parity Domain feature*
You can use your Channel Divinity to divide gold among the deserving. When a creature you can see within 120 feet of you is reduced to 0 hit points, you can use your Channel Divinity as a reaction to redistribute any monetary wealth it is carrying to the surrounding area with immediate force. All creatures other than yourself within 30 feet of the target must make a Dexterity saving throw. On a failure, a creature takes force damage equal to 1d2 x the value of gold, silver, or copper pieces carried by the target (up to a maximum value of the chosen coinage equal to 5 times your cleric level). On a success, a creature takes no damage, and immediately gains a number of coins equal to one quarter of the damage rolled. #### Channel Divinity: Equal in Life *6th-level Parity Domain feature*
You can use your Channel Divinity to take from those with excess and give to those in need. As an action, you raise your holy symbol, and a wave of cosmic balance ripples out 5 feet from you in all directions. The creature with the highest number of remaining hit points in the area becomes the target of balance. If the target is unwilling, it can make a Constitution saving throw. On a success, your Channel Divinity has no effect. Starting with the creature with the lowest hit points, each other creature within the area rolls 1d10, regaining hit points equal to the number rolled. The target of balance takes force damage equal to the roll, which cannot be reduced in any way. If the target's hit points become equal to or lower than the hit points of any other creature within the area after taking a die of this damage, the effect immediately ends, and no further dice are rolled. #### Potent Spellcasting *8th-level Parity Domain feature*
You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Impartial Intervention *17th-level Parity Domain feature*
As a trusted champion of charity, you are granted oversight of your god's mission for universal fairness. Once on each of your turns, you can choose one creature that you can see within 60 feet of you. Until the start of your next turn, whenever the creature makes an attack roll or saving throw, it can treat a d20 roll of 9 or lower as a 10. Once you target a creature with this effect, you cannot target the same creature again for 1 minute. \columnbreak ### Travel Domain
You gain domain spells at the cleric levels listed in the Travel Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work. ##### Travel Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | *comprehend languages*, *longstrider* | | 3rd | *enhance ability*, *pass without trace* | | 5th | *phantom steed*, *water walk* | | 7th | *control water*, *freedom of movement* | | 9th | *commune with nature*, *passwall* | #### Bonus Proficiencies *1st-level Travel Domain feature*
You gain proficiency with heavy armor. You also gain proficiency with two of the following options of your choice: cartographer's tools, land vehicles, navigator's tools, or water vehicles. #### Travel Light *1st-level Travel Domain feature*
Being constantly on the move has trained you to minimize what you need to carry. Your deity's favor further eases your burden. Objects worn or carried by you weigh half of their normal weight in pounds, rounded up. Your speed is not reduced by wearing heavy armor, and weapons wielded by you lose the heavy property if they have it. Moreover, you may move at a fast pace while traveling with no penalty to your passive Wisdom (Perception) score. As an action, you can magically share the benefits of this feature with willing creatures you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared benefits last for 8 hours. Once you share the benefits, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to share them again. \columnbreak #### Rambler's Boon *1st-level Travel Domain feature*
You have been granted a minor gift which helps you prepare for your travels. You learn the druidcraft cantrip. When you use the cantrip to predict the weather, you can choose to predict the weather in any specific fixed location that you can name on the same plane of existence as you. #### Channel Divinity: Compass Rose *2nd-level Travel Domain feature*
You can use your Channel Divinity to guide your companions on a faultless course. As an action, you present your holy symbol, and a spiritual compass rose blooms at a point you can see within 300 feet. The compass rose is 5-feet in diameter, intangible, and doesn’t occupy its space. You determine its appearance when it appears. If you like, one or more of the arrows on the rose can be shaped to point prominently in a certain direction. You can mark each arrow with a one-word legend. The compass rose lasts for 1 hour, or until you use this feature again. While it exists, you always know which way is north. When the compass rose appears, choose a number of creatures up to your Wisdom modifier (minimum of one creature) that you are aware of within 300 feet of it to guide. A guided creature within 1 mile of the rose can always see it and anything within 5 feet of it, even if it the area is heavily obscured, the rose is behind total cover, or the creature is blinded. As long as a guided creature is on the same plane of existence as the compass rose, it knows how far it is and in what direction it lies. As a bonus action, you can cause the compass rose to hover up to 60 feet to an unoccupied space. It can pass through creatures and objects. As part of the same bonus action, you can redraw the arrows on the rose. #### Lodestar *6th-level Travel Domain feature*
Those who travel by your side rely on you as a fixed point to find, even across great distances. As an action, a creature guided by your Compass Rose can teleport to an unoccupied space within 5 feet of it. Once a creature uses this benefit, it cannot do so again until it completes a long rest. #### Divine Strikes *8th-level Travel Domain feature*
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Irrepressible Wanderlust *17th-level Travel Domain feature*
Journeying forevermore is the highest expression of your faith. You are always under the effects of a freedom of movement spell. \pagebreakNum # Druid
Where druidic circles gather, it isn't only to protect a given ward of nature, but also to offer mutual counsel on the weighty decisions left to those who value all life, not only their direct kin. Other mortals can have difficulty seeing the world in quite the same way. A strong circle adheres to the shape of nature by allowing new blood to educate the old, even as elder wisdom guides the young ‐ and so ever around. Included here are two druidic followings that trace such a cycle day by day, year on year, guarding the progress of all things as set out in the steps of natural time.
You have embraced new ways of defending nature, as you teach others to embrace each new turn it takes. You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. When you attack with the chosen weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. #### Spirit of the Season *2nd-level Circle of Seasons feature*
You are marked as a steward of change by the presence of an intangible nature spirit. Until you die, the spirit remains in \columnbreak your space, appearing as a plant, a swirling element, or a Tiny creature. You determine its exact appearance, although its form adapts to reflect the current climate. The favor of the spirit grants you the following benefits: - After finishing a long rest in an area, you become fully adapted to its climate. This includes conditions such as extreme heat or extreme cold, as described in chapter 5 of the Dungeon Master's Guide. - Once on each of your turns when a creature within 5 feet of you takes damage or regains hit points, the spirit can assist you to accelerate the change. Roll 1d4 and add the number rolled to the damage taken or hit points regained. #### Cloak of Time's Turning *2nd-level Circle of Seasons feature*
As a bonus action, you can expend a use of your Wild Shape feature to have your spirit cloak you in a mantle of changing nature, rather than assuming a beast form. While wearing the cloak, you have a bonus to your AC equal to half of your proficiency bonus, rounded up. An aura of seasonal atmosphere extends 10 feet from the cloak in every direction, but not through total cover. The aura is filled with harmless sensory effects befitting the chosen season, such as spiraling blossom, dappled sunlight, leaves underfoot, or dancing snow. The range of your spirit's assistance expands to anywhere within your atmosphere, and its form changes to match the climate inside. The cloak remains for 1 hour. It disappears early if it is removed from you, you dismiss it (no action required), are incapacitated, or die.
Spring. A friendly creature within your atmosphere adds your proficiency bonus to initiative rolls. Moreover, whenever the creature is the target of a spell or effect that restores hit points, it regains additional hit points equal to your proficiency bonus as well.
Summer. A friendly creature that starts its turn within your atmosphere increases its movement speed and jump distance by a number of feet equal to 5 x your proficiency bonus until the end of its turn. It also gains a climbing and swimming speed equal to its movement speed for the duration.
Autumn. A friendly creature within your atmosphere makes opportunity attacks with advantage. A hostile creature within your atmosphere makes opportunity attacks with disadvantage.
Winter. Whenever a friendly creature within your atmosphere scores a critical hit or reduces a creature to 0 hit points, they take on a supernatural chill and gain one winter's die, which is a d8, that lasts for 1 minute. Whenever the creature hits with a weapon attack, it can expend any number of winter's dice to deal cold damage equal to the number rolled, in addition to the weapon's damage. \pagebreakNum #### Passing of the Seasons *6th-level Circle of Seasons feature*
Your seasonal spirit waxes and wanes with the passage of time, affording you power drawn directly from the energy of change. Whenever you change the season your cloak embodies, the spirit adds an additional 1d4 the next time it assists you, up to a maximum of 4d4. After the spirit assists you, the count of any additional dice is reset to 0. Now when moving between certain seasons, you can activate one of the following effects as part of the same bonus action you use to change the season your cloak embodies:
Thaw (Winter to Spring.) Any creature holding one or more winter's dice expends them immediately and regains a number of hit points equal to the number rolled.
Burgeon (Spring to Summer.) You make a single weapon attack against a target within range. The range of attacks made by friendly creatures within your atmosphere, including this one, extends by 5 feet until the end of your next turn
Fall (Summer to Autumn.) Creatures of your choice within your atmosphere must succeed on a Strength saving throw against your druid spellcasting DC or be knocked prone by a powerful downdraft of bitter wind.
Bare (Autumn to Winter.) You can momentarily expose both your enemies and yourself like leafless trees. Choose a creature within your atmosphere. The first time that either you or the chosen creature takes damage from an attack before the start of your next turn, the target has vulnerability to all of that attack’s damage, and then the effect ends.
The range of your cloak's atmosphere increases to 15 feet. In addition, when a creature within your atmosphere takes cold, fire, lightning, or thunder damage, you can use your reaction to have your spirit expunge the unwanted element. All creatures within your atmosphere reduce the damage taken of the triggering type by 1d4 x your Wisdom modifier (a minimum of 1 damage). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. #### Herald of Years *14th-level Circle of Seasons feature*
As a trusted guardian of ephemeral nature, time marches with you as it marches on. Both your spirit and yourself gain the following benefits from your many cycles of fearless growth and rebirth: - The die you roll when your spirit assists you becomes a d12. - Unless you choose to let them, creatures within your atmosphere cannot be affected by anything which prevents their normal passage forward through time, such as the slow spell or similar magic. - If time is frozen by the time stop spell or similar magic, you can continue to act normally even while other creatures cannot. \pagebreakNum ### Circle of the Sun
Absorbing the sun's power like the plants you care for grants you access to certain spells. At 2nd level, you learn the light cantrip. When you cast it, the light has the natural qualities of sunlight. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Circle of the Sun 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 the Sun Spells | Druid Level | Spells | |:---:|:-----------| | 2nd | *bless*, *entangle*, *light* | | 3rd | *moonbeam* (appears as sunlight), *spike growth* | | 5th | *daylight*, *hypnotic pattern* | | 7th | *aura of life*, *grasping vine* | | 9th | *awaken*, *dawn**|
The gift of solar nourishment is yours to offer. As an action, you can expend one use of your Wild Shape feature to imbue a seed with the enriching energy of the sun, rather than assuming a beast form. You can throw the seed to an unoccupied space you can see on the ground within 60 feet of you, where it magically sprouts into a plant with a challenge rating as high as 1 that you have seen before. Alternatively, you can cause the seed to sprout into an empowered plant of your own devising. See \columnbreak
You and your plants share a glimmer of solar magic that empowers your spells when you work together. Hostile creatures within 15 feet of plants that you have magically created or manipulated, such those created by the entangle spell or your Wild Growth feature, have disadvantage on saving throws against your circle spells. In addition, you can use a bonus action to cause a plant creature you have magically created that is on the ground within 60 feet of you and has not moved since the start of its last turn to vanish into the earth and reappear in an unoccupied space on the ground within 15 feet of you or another plant you have magically created within range. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Megaflora *10th-level Circle of the Sun feature*
When you magically create a plant using your Wild Growth feature, it can now gain any number of the following benefits: - Its size category increases by one. - The reach of its attacks increases by 5 feet. - Once on each of its turns, one of the plant's attacks can deal an extra 1d4 damage to a target on a hit. In addition, the area affected by your druid spells that magically create or manipulate plants is increased by 5 feet. #### Sundrenched *14th-level Circle of the Sun feature*
You have become saturated in life-giving energy from bathing in the sun's rays. You no longer need to eat, and you and any plants you create gain resistance to slashing, radiant and necrotic damage. In addition, although you emit no light, the area 30 feet around you in all directions counts as an area of sunlight while you have at least one Hit Die remaining.
To be a fighter takes more than the ability to swing something sharp. Going toe-to-toe with antagonists of legend requires the kind of martial talent rarely measured ‐ and the drive to repeatedly whet its edge. These traits aren't guaranteed by privilege, nor poverty: warriors that have balanced the world on their shoulders have risen from all parts of it. Included below are three kinds of fighters, hailing from backgrounds both high and humble.
You can reroll a saving throw that you fail and add your fighter level to the higher of the two rolls, possibly causing your saving throw to succeed. You can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. ## Martial Archetypes At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to you, in addition to the options offered in the Player’s Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. ### Jewelist
You have a practiced eye for seeing the minute flaws in objects and people. You choose to gain proficiency in either the Insight or the Investigation skill. You are also proficient with jeweler’s tools. #### Multifaceted *3rd-level Jewelist feature*
You create a unique jewel, called a mindseye, used for storing information and matter. The mindseye is a Tiny magical item. As long as your mindseye is on your person, you can use an action to store items you are wearing or carrying within the facets of the gem. You can store as many items at once as you like, as long as they are one of the following types of item: weapons, armor, shields, ammunition, clothing, tools, bags, currency, or magic items that are worn (such as rings). A magic item attuned to you remains attuned while stored inside the gem, unless your attunement ends for another reason. The gem can hold up to 250 pounds total, not exceeding a volume of 32 cubic feet. If necessary, you can replace your mindseye over a long rest using jeweler's tools and a gemstone worth at least 50gp. If a previous mindseye still existed somewhere, it shatters when you complete a new one, releasing any items stored inside. As a bonus action while your mindseye is on your person, you can summon any number of items from within it. Weapons summoned from the gem can be wielded by you or carried. You also choose if any armor or shields summoned from the gem are donned by you, or carried. If necessary, summoned items magically replace any that you are currently wearing or wielding. Any items replaced in this way are either stored within the gem or fall to the ground (your choice). You can summon items stored from within your mindseye a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Stratagem *3rd-level Jewelist feature*
You retain tactical clarity in the crucible of battle by recording strategies within your mindseye ahead of time. Over 1 minute while your mindseye is on your person, you can create a stratagem to store inside it. The stratagem must consist of one action, specifying any equipment required for the action to take place. For example, you could create a stratagem consisting of the Attack action using a longsword. With your mindseye on your person, you can use your reaction at any time to move up to half your speed and execute your stratagem, causing the action readied within the gem to immediately take place. If you choose to move as part of executing your stratagem, you can decide if the action occurs before, during, or after your movement. If the conditions for a stratagem to be executed are not possible ‐ for example, you aren't wielding the longsword you specified the Attack action with ‐ then it cannot be executed. If a stratagem is already stored within your mindseye, it is overwritten when you create a new one. \pagebreakNum Once you execute your stratagem, you must complete a long rest before you can do so again. #### Diamond Edge *7th-level Jewelist feature*
You hone your mobile armory to the same crystalline sharpness as your mind. Any weapons carried by you or stored within your mindseye at the end of a long rest become magical for the purposes of overcoming resistances and immunities while you wield them. This benefit lasts until the start of your next long rest. #### Advanced Stratagem *7th-level Jewelist feature*
Your skill in etching information grows ever more precise. When you are creating a stratagem to store inside your mindseye, one additional creature of your choice that remains within 5 feet of you for the duration can store its own stratagem at the same time, following the same conditions that you follow. When you execute your stratagem and the creature is within 30 feet of you, it can choose to use its reaction to move up to half its speed and execute its own stratagem immediately after yours is resolved. The number of creatures that can join you in creating and executing a stratagem in this way increases to two starting at 10th level, and to four starting at 18th level. If multiple creatures wish to execute their stratagems following your own, you choose the order in which their reactions are taken. #### Prismatic Defense *10th-level Jewelist feature*
At 10th level, your mindseye gains additional protective properties. When you summon items using your Multifaceted feature, you are briefly surrounded by a gem-like shield of hard light that refracts magic. Until the start of your next turn, you have advantage on saving throws against spells, and any creature making a spell attack against you has disadvantage on the attack roll. If you succeed on a saving throw against a spell or a spell attack misses you, an additional effect might occur, as determined by rolling a d3: **1:** Some of the spell's energy is converted into a dazzling gleam of destructive force. Each creature within 30 feet of you must make a DC 15 Constitution saving throw, taking 1d6 radiant damage per level of the spell on a failed save, or half as much damage on a successful one. **2:** The spell's energy refracts through your defense and flashes brightly from one of its facets. Each creature in a 15-foot cone originating from you must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw. On a success, the effect ends. **3:** If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only you, it has no effect and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \columnbreak
By locating and exploiting its weakest point, you can shatter an enemy's defense. As part of the Attack action, you can make an Intelligence (Investigation) or a Wisdom (Insight) check against the AC of a creature you can see. If you succeed, you can target the creature's flaw, adding your proficiency bonus twice, instead of once, to attack rolls you make against it until the end of your turn. The target has vulnerability to the damage of the first attack you make that successfully hits it before the effect ends. Once you use this feature, you must complete a short or long rest before you can do so again. #### Perfect Stratagem *18th-level Jewelist feature*
As part of the same reaction you use to execute a stratagem, you can expend one use of your Multifaceted feature to summon any equipment you have stored within your mindseye. If one of your allies executes its own stratagem when you have opened your mindseye in this way, it can also summon any equipment it chooses stored within your mindseye, instantly equipping it or replacing its own equipment as detailed in your Multifaceted feature. \pagebreakNum
You gain proficiency with improvised weapons and the Survival skill. If you are already proficient in the Survival skill, you instead gain proficiency in one skill of your choice from the list of skills available to fighters at 1st level. #### Hackles Up *3rd-level Underdog feature*
You fight with extra grit against difficult odds, whether you are outnumbered or out of your weight class. For each 5-foot space adjacent to you occupied by a hostile creature that isn't incapacitated, you gain a +1 bonus to your AC and attack and damage rolls. The maximum bonus you can achieve in this way is +3. At 7th level, and again at 15th level, the maximum bonus you can achieve in this way increases by 1. #### Frantic Instinct *7th-level Underdog feature*
When you are blinded, deafened, frightened, grappled, restrained, or knocked prone, you can use your reaction to make one weapon attack against the source of the condition if it is within range. When you have at least a +2 bonus through your Hackles Up feature, you make the attack with advantage. #### Adrenaline Rush *10th-level Underdog feature*
Your will to survive can lend you desperate power when backed into a corner. When you recover hit points using your Second Wind feature, you can also regain one use of your Action Surge. Once you use this feature, you you must complete a long rest before you can do so again. #### Still Standing *15th-level Underdog feature*
Though you might sway and stumble, you won't drop your guard until you drop entirely. If you are below half of your maximum hit points, you gain a +1 bonus through your Hackles Up feature. In addition, you gain temporary hit points equal to your fighter level whenever you succeed on a new saving throw made using your Indomitable feature. #### Tooth and Nail *18th-level Underdog feature*
Your ferocity in a tight spot is truly terrifying. You can use your Action Surge up to twice in one turn when you have at least a +2 bonus through your Hackles Up feature. At the end of your turn after using this feature, you gain 2 levels of exhaustion. \pagebreakNum ### Warlord
You have added signals and skills to aid in the heat of battle or the acceptance of surrender to your vast arsenal. You learn Sign and one other language of your choice. You also gain proficiency in your choice of the Intimidation or the Persuasion skill. #### Territorial *3rd-level Warlord feature*
Wherever you lay your claim, you brook no resistance. As a bonus action, you can declare a territory in a 10-foot radius sphere centred on you or one of your allies that you can see within 90 feet of you. Whenever you or one of your allies deals damage to a target in the declared territory on your turn, the target takes an additional 1d4 damage. Declared territory lasts for 24 hours, or until you use this feature again. \pagebreak #### Battlefield Command *3rd-level Warlord feature*
Your leadership is essential to victory. You know when to strike into the heart of the enemy yourself, and when to hold back and direct others to weaken their flanks. You gain the following features: Allied Assault. Whenever you are able to make a weapon attack against a creature (for example, as part of the Attack action), you can replace the attack with a direction to a friendly creature that can see or hear you within 90 feet of you. The directed creature can immediately make a weapon attack against a target of its choice within range. Command Points. Your strength of leadership is represented by a number of command points, equal to 1 + your Charisma modifier. You can expend these points to fuel various commands as described below. When you expend a command point to target a creature, that creature must be able to either see or hear you. You regain all of your expended command points when you finish a short or long rest. Form Up. As an action, you can expend a command point to choose a number of friendly creatures within 30 feet of you up to your Charisma modifier (a minimum of 1 creature) and organize them into proper fighting shape. As a result of your corrective instruction, the chosen creatures gain the benefits of any Fighting Styles you know from those available to fighters at 1st level for 1 minute. Hold the Centre. As a bonus action, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). A chosen creature gains advantage on saving throws and contested ability checks made against any effects that would move it involuntarily until the end of its next turn. When the effect ends, a chosen creature regains hit points equal to your Charisma modifier (a minimum of 1 hit point) so long as it has not moved since the start of its turn. Pull Back. As a bonus action, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). Until the end of its next turn, a chosen creature gains a bonus to its movement speed in feet equal to 5 x your Charisma modifier (a minimum of 5 feet) and adds your Charisma modifier to its AC so long as it is moving away from hostile creatures. To Arms! As a reaction when initiative is rolled but before the results of any rolls are declared, you can expend a command point to grant any number of friendly creatures within your declared territory a bonus to their initiative rolls equal to your Charisma modifier (a minimum of 1). An affected creature can also immediately draw any number of weapons that it can hold, equip a shield, and load weapons with ammunition if necessary. Vanguard. As a bonus action, you can expend a command point and choose a friendly creature within 90 feet of you, assigning it as the vanguard of your forces. For 1 minute, the target gains a bonus to its movement speed in feet equal to 5 x your Charisma modifier (a minimum of 5 feet). Your vanguard also adds your Charisma modifier to its weapon attack rolls so long as it moves towards a hostile creature before attacking. \columnbreak #### Peacemaker *7th-level Warlord feature*
You have learned to leverage your past victories when brokering against future conflicts. Whenever you make an Intelligence or Charisma check against a creature that is of a type you have previously killed, you gain a bonus to the check equal to your Charisma modifier. If the creature's type is humanoid, you gain this bonus only if you have previously killed a member of the specific race listed in its statblock (for example, goblinoid). #### Rallying Point *10th-level Warlord feature*
A friendly creature that moves into your declared territory for the first time on a turn or starts its turn there gains temporary hit points equal to your Charisma modifier. In addition, whenever you use your Second Wind feature, all friendly creatures within your declared territory (including possibly yourself) regain hit points equal to the number rolled on your 1d10 + your Charisma modifier. #### More Realms to Conquer *15th-level Warlord feature*
The size of your territory now increases to a 30-foot radius, and the additional damage taken by targets within the territory increases to 1d6. In addition, you gain the following commands: Double Time. As an action, you can expend a command point to double the distances covered by up to a dozen creatures of your choice, in addition to yourself, while traveling. When traveling under these benefits, the creatures can travel at a fast pace without suffering a penalty to their passive Wisdom (Perception) scores, but begin making Constitution saving throws against the exhaustion of a forced march after 4 hours, instead of 8. Overrun. As a reaction taken when a friendly creature you can see scores a critical hit or reduces a creature to 0 hit points, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). A chosen creature can immediately move up to its speed, and until the end of its next turn, each weapon attack it makes deals additional damage equal to your Charisma modifier (a minimum of 1). Redeploy. As a reaction taken when a friendly creature within your declared territory regains hit points, you can expend a command point to direct it to move up to its speed in any direction. #### Inevitable Endgame *18th-level Warlord feature*
When your plans begin to align as calculated, you are ready with the next action to accelerate them to glorious victory. Once per turn when you or an ally you can see or hear within 90 feet of you reduces a creature below half of its hit point maximum, you can immediately make up to two weapon attacks or issue one of your commands (no action required). The target of any attacks made in this way takes additional damage as if it were within your declared territory, whether or not that is the case. \pagebreakNum # Monk
Ascetic they may be, but monks are far from dull. Their discipline develops mastery: of agriculture, language, form, or, of course, inner peace... all things that a discerning mind ought to leap to learn about. It must be said, however, that some secrets of the spirit are simply unintelligible to those ‐ even avid listeners ‐ unable to apply such discipline to themselves. Included below is an order of monk who has ascended in mind and body beyond what most others can achieve ‐ or even believe possible.
You have mastered perfect control over all aspects of your physical self. You gain the following benefits: - You are immune to disease and poison. - You are unaffected by climates of extreme heat or extreme cold, as described in chapter 5 of the Dungeon Master's Guide. - You can hold your breath for a number of hours equal to your Wisdom modifier. You must concentrate on this effect as if concentrating on a spell. ## Monastic Tradition At 3rd level, a monk gains the Monastic Tradition feature. The following Monastic Tradition is available to you, in addition to the options offered in the Player’s Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. ### Way of the Opened Eye
Through the awakening of your inner senses to a higher degree of existence, you are able to connect to ki everywhere in the world, not just in your own body. You gain proficiency in the Perception skill if you don't already have it. In addition, you can express the profound new perspective offered by your psychic eye through the powers below. Draw Ki. You can tap into the energies of the universe. As a bonus action, you can roll a Martial Arts die. If the result is a 4 or higher, you regain a number of ki points equal to your proficiency bonus. Once you take this bonus action, you can’t do so again until you finish a short or long rest. Open the Path. Your strikes can redirect a creature's ki to awaken hidden parts of its potential. As an action, you can spend 1 ki point to touch a creature and roll a Martial Arts die. Until the end of its next short or long rest, the target adds the number rolled to ability checks it makes using a skill you choose when you use this action. A creature cannot benefit from this feature again until it completes a short or long rest. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this action without spending a ki point. Unfettered Mind. You learn the mage hand, message, and mind sliver** cantrips. You use your Ki save DC for these spells. When you cast one of these spells, it requires no verbal, material, or somatic components.
The honing of your mind has been undertaken with the same rigor as the honing of your body, allowing you to extend the strength of your will in tandem with your physical movements. You gain the following benefits: - Your unarmed strikes have a range of 30 feet, and you do not need to physically move to attack with them. As part of the Attack action, you can spend 1 ki point to extend the range of your unarmed strikes to 60 feet until the start of your next turn. - Once per turn, you can replace one of your unarmed strikes with a telekinetic push applied to a creature or object within range. An unwilling target makes a Strength saving throw against your Ki save DC. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. - You can use your Deflect Missiles feature to defend any target within range of your unarmed strikes. #### Ascendant Serenity *6th-level Way of the Opened Eye feature*
Standing still as a pillar, you can nonetheless move as freely as flowing thought. Whenever you use your Step of the Wind or Patient Defense, you gain a hover speed equal to your movement speed that lasts until the end of your next turn. \columnbreak Human Monk of the Opened Eye
You have merged your martial and mental abilities into a seamless flow that can strike at both mind and body. You gain the following benefits: - When a creature fails its save against your telekinetic push, you can use your mind to grapple it. You can grapple a number of creatures up to your Wisdom modifier in this way. When you move, grappled creatures move with you as normal, remaining at the same distance from you as when they were grappled. A creature attempting to free itself from the grapple rolls against your Ki save DC. - When you use your Flurry of Blows, you can replace one of the unarmed strikes with the mind sliver** cantrip. #### Eye Unblinking *17th-level Way of the Opened Eye feature*
You have reached the final pinnacle of enlightenment, marked by the permanent opening of a third eye upon your forehead. You gain advantage on saving throws against being blinded, and you can no longer be surprised. In addition, you gain truesight out to a distance of 60 feet. You can spend 5 ki points to extend the range of your truesight out to a distance of 300 feet for 1 minute. \pagebreakNum # Paladin
The quest is the archetypal adventure of the paladin's life. On this path is the opportunity of great reward ‐ and the chance for grave loss. Through the trial, such a quest can carve itself into legend. And the fruits of this labor, be they bitter or sweet, will define the paladin who undertakes it forever in fame and action. Included below are two types of paladin that have sworn an oath without end ‐ though each takes a very different attitude to the journey.
You gain oath spells at the paladin levels listed in the Oath of Exile Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Exile Spells
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Burning Reputation. Gossip spreads like fire for which you have often been the fuel. As an action, you can raise your holy symbol to your ear and choose a fixed, named location you know that is no larger than 1 mile in diameter, such as a village, a tavern, or a town district. For up to 1 hour, you eavesdrop on the location. If it is unoccupied, you hear nothing; otherwise your ears are filled with the indistinct buzz of conversation for the duration. Whenever your name is mentioned, you hear it spoken clearly, and you can hone in on the conversation to hear it play out as if you were there. Paths Dissecting. Immediately after you deal damage to a creature with a weapon attack, you can use your Channel Divinity as a bonus action to forcefully diverge your paths. The creature must make a Charisma saving throw. On a failed save, the target cannot willingly move closer to you for 1 minute, and has disadvantage on attack rolls against you for the duration. You can extend this benefit to a number of creatures you choose within 30 feet of you up to your Charisma modifier. The effect ends immediately if you or one of your chosen creatures moves towards the target. #### Aura of Solitude *7th-level Oath of Exile feature*
Your conviction manifests as an aura that cuts you off from contact. Creatures of your choice that end their turn within 10 feet of you must succeed on a Strength saving throw against your paladin spell save DC or be pushed back to the edge of the aura. At 18th level, the range of this aura increases to 15 feet. #### Unquestionable Honor *15th-level Oath of Exile feature*
Even when the path has wounded you to walk upon, you have kept to your word. You now have advantage on saving throws against effects that attempt to compel you to act against your will, such as the confusion spell and similar magic. When a creature targets you with such an effect and you succeed on the save, you become immune to similar effects until the end of your next turn, and you can use your reaction to move up to your speed directly towards or away from the creature that forced the save. #### Self-Determined Nomad *20th-level Oath of Exile feature*
The path of your life is now your own to make. By embracing this fact, you gain the following benefits: - Your movement speed permanently increases by 20 feet. - While you are moving, you have a bonus to your AC equal to your Charisma modifier. - Whenever a creature makes an attack against you while you are moving, you can make a single weapon attack or Shove attack against it, without using your reaction. \pagebreakNum > ##### The Story of an Oath > By following the tenets laid out in their vows, paladins find and apply meaning to what might otherwise seem like a world without reason. The drive to follow these ideals is a core part of such a character's personality. But to err is humanoid. A compelling story for a paladin can put their code to the test, forcing them to abide by it when they would rather not, or to confront its shortcomings (not to mention their own). Characters that experience new adventures and trials over time cannot be contained in a series of fixed traits, and the tenets given for each Sacred Oath can be considered as story fuel, rather than story rules. > >A decision thrust upon a a paladin who has taken an Oath of Exile, for example, and is then called back to defend the home that cast them out, could spark a grand narrative of confronting the past, and could result either in a change of fortune for the character (and perhaps a change of Oath), or a bittersweet second farewell. Should the paladin refuse to return, a very different, but no less compelling, story might unfold: dealing with the fallout of friends or family lost during an event that the character wasn't there to help prevent. > >When creating your paladin character, consider not only what oath they swear themselves to, but what they would be willing to break it for and why. The parameters of an oath don't have to be restrictive boundaries: they are roleplaying tools to bounce off, break through, and build with anew.
You gain oath spells at the paladin levels listed in the Oath of Perseverance Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Perseverance Spells
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Try, Try Again. When a creature within 30 feet of you fails an ability check or attack roll, you can use your Channel Divinity as a reaction to encourage greater efforts. Until the end of your next turn, the creature adds your Charisma modifer to all ability checks or attack rolls (your choice). Turn from Stones and Splinters. As a bonus action, you can use your Channel Divinity to steel yourself against futile violence. For 1 minute, you gain a damage threshold equal to your paladin level. You have immunity to all damage unless you take an amount of damage that equals or exceeds this threshold. The effect ends early if you fall unconscious. #### Aura of Persistence *7th-level Oath of Perseverance feature*
You emanate an aura of forthrightness and solidity. When you and any creatures of your choice within 10 feet of you take damage, the damage is reduced by a number equal to your Charisma modifier (a minimum of 1). At 18th level, the range of this aura increases to 30 feet. #### Onwards and Upwards *15th-level Oath of Perseverance feature*
Life knocks you down sometimes, but it can't keep you down. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. When you do so, you can use your reaction to inspire creatures of your choice within 30 feet of you that can see you, granting them the same benefit until the end of their next turn and 1d6 temporary hit points.
Your spirited outlook galvanizes you against life's woes. Even in the darkest hours, you are a beacon of positivity to your allies, as sturdy as untarnished metal. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: - You gain a damage threshold of 20. When you use your Channel Divinity to Turn from Stones and Splinters while transformed in this way, your damage threshold doubles to 40 for the duration of the Channel Divinity. - You cannot be incapacitated while you are conscious. - Friendly creatures within 30 feet of you cannot be stunned. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum # Ranger
Self-sufficient and hardy, years might pass before a ranger stops long enough on their patrol to share conversation and break bread with another. But in truth, they are very often companionable fellows, eager to socialize, if not necessarily quick to ease to it, and with many tales to tell of what they have seen on their long vigils. Included below are two types of ranger that are both, in a sense, walkers of the deep wood: where the constant quiet belies endless crossings of stories, and where they must frequently fight against forces begat by the misdeeds of less conscientious ‐ or conscious ‐ mortals.
You gain proficiency in one of the following skills of your choice: Athletics, Medicine, Nature, or Survial. You also learn an an additional spell when you reach certain levels in this class, as shown in the Cinderwatch Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Cinderwatch Spells
Sometimes the only way to prevent the spread of danger is to proactively clear the path of destruction. As a bonus action, you can mark an invisible fireline on the ground within 120 feet of you. You can form it into a hemispherical dome with a radius up to 10 feet, or you can orient it as a flat surface up to 60 feet long and 60 feet high. In any form, the fireline is 1/4 inch thick. It must placed on a solid surface. Whenever a creature or object on your side of the fireline is targeted by an attack, spell, or other effect that deals fire damage (such as the fire bolt spell or the breath weapon of a red dragon) that originates from the other side of the threshold, any fire damage dealt is reduced by a number equal to your ranger level. Moreover, a creature or object that you can see moving through the fireline towards you or that ends its turn there takes an additional 1d4 damage from each of your attacks until the end of your next turn. The fireline vanishes if you mark a new one. At 11th level, the maximum size of the fireline doubles, and the additional damage you deal to targets crossing it increases to 3d4. #### Water Diviner *3rd-level Cinderwatch feature*
You have the ability to dowse for the presence of water. As an action, you detect the distance and direction to any bodies of water within 1 mile of you. You know the rough size and shape of any water bodies you detect, as well as if they are potable, freshwater, or saltwater, and the compass direction of any persistent flow, such as that of a river. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Rescue *7th-level Cinderwatch feature*
When someone is about to be engulfed in the inferno, you don't hesitate. As a reaction when a creature no more than one size larger than you that you can see is forced to make a Dexterity saving throw, you can use your reaction to move up to your speed towards it. If you move within 5 feet of it, you tackle it out of danger, causing it to succeed on the save. You use the creature's save result instead. You can wait until after the creature rolls its save before deciding to use this reaction, but must decide before the DM says whether the save succeeds or fails. #### Renewal *11th-level Cinderwatch feature*
As an observer of ashen landscapes, you know the vital energy of regrowth that can be imparted by the flame. Once per turn when you restore hit points to a creature or deal fire or lightning damage to a target, up to four creatures of your choice within 5 feet of it (which can include yourself and the original target) regain hit points equal to your ranger level. \pagebreakNum #### Extinguish *15th-level Cinderwatch feature*
The suppressive powers of your protective spells must be able to dampen the mightiest energies. Whenever you cast a non-damaging spell that affects an area, exposed flames in the area are immediately extinguished. In addition, choose a number of creatures, objects, or magical effects within the area of the spell up to your Wisdom modifier. Each target is suppressed in one of the following ways of your choice: - It loses all temporary hit points and increases to its maximum hit points, and it regains the minimum number of hit points possible from any healing. While it is outside the area of your spell, a target can make a Constitution saving throw against your ranger spell save DC at the end of each of its turns. On a success, this suppression ends, although any temporary hit points or additional maximum hit points lost are not regained. - On its turn, regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack. While it is outside the area of your spell, a target can make a Constitution saving throw against your ranger spell save DC at the end of each of its turns. On a success, this suppression ends. - All magical effects and spells affecting it are targeted as if by the dispel magic spell, cast at its lowest level.
You can sense when reality ravels in the direction of dreaming. Whenever a spell is cast within 120 feet of, you know the origin of the spell, as well as its school of magic. If the origin of the spell is a creature or object within range, you can gain advantage on the next attack roll or ability check you make against that target before the end of your next turn. You can gain advantage this way a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. #### Dreamcatcher Magic *3rd-level Dreamcatcher feature*
You learn the minor illusion cantrip if you don’t already know it. You also learn an additional spell when you reach certain levels in this class, as shown in the Dreamcatcher Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Dreamcatcher Spells
Your weapons can strike at the strange darkness of the subconscious to either contain it or soothe those it haunts. You gain one of the following features of your choice. Dream Guide. Your influence causes a creature's hopes and dreams to bubble to the surface, where you can snatch them for the creature to follow. As a bonus action, choose one creature within 30 feet of you. If the target is unwilling, it can make an Intelligence saving throw against your ranger spell save DC. On a success, this feature has no effect. The creature's dream emerges as an intangible form 5-feet in diameter invisible to all other creatures except you. You can discern only its vague shape. The dream can pass through creatures and objects, and lasts until the start of your next turn. As part of the same bonus action you use to draw out the dream, you can move it up to 30 feet to point you can see. The dreaming creature has advantage on attack rolls against a target that shares space with its dream, and disadvantage on attack rolls and ability checks against targets that do not. Drive Away Darkness. Your defense brings soothing security of mind, as your blows banish the hidden fears that wear away at a creature's endurance. As a bonus action taken when you successfully hit a creature with a weapon attack, choose another creature within 15 feet of your target that can see it. The chosen creature can immediately expend 1 of its Hit Dice, regaining a number of hit points equal to the number rolled + your Wisdom modifier. \columnbreak Strike the Shadow. You can target the shadow of a creature as though it were a living extension of its being. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes psychic damage, and the creature must make an Intelligence saving throw against your ranger spell save DC. On a failed save, the target takes additional psychic damage equal to one roll of its Hit Die, and its speed is reduced to 0 until the end of its next turn as you pin its shadow with your weapon. On a successful save, the target takes half as much damage and its speed is not reduced. #### Sentinel of the Psyche *7th-level Dreamcatcher feature*
Nothing that lurks in the mortal mind has any power to surprise you now. You gain resistance to psychic damage and proficiency in Intelligence saving throws. As a reaction when a creature within 30 feet of you takes damage or makes an Intelligence saving throw, you can choose to lose these benefits until the end of your next turn and grant them to that creature for the duration.
You flit on the flow of imagination to bear messages across minds and time, or to run down your quarry. You gain a flying speed equal to twice your walking speed. You fall if you end your turn in the air more than 30 feet away from another creature with an Intelligence score of 3 or higher. In addition, you can cast the dream spell once without a spell slot, and you regain the ability to do so when you finish a long rest. When cast in this way, you cannot choose a creature other than yourself to enter the dream trance. #### Ephemeral Outstrider *15th-level Dreamcatcher feature*
Your spirit is forever dappled in the fickle light of dreaming. You gain one of the following features of your choice. When you take part in a dream spell, you can replace your choice for both this feature and for your Gloaming Hunt feature. Bizarre Phantasmagoria. The endless metamorphosis of dreaming energizes your hunt. You learn the polymorph spell. It doesn’t count against the number of ranger spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Once per turn when you successfully hit a creature with a weapon attack, you can cast the spell on the target as part of the same action, requiring no components. If you do so, the spell’s duration becomes 1 minute for that casting, which does not require concentration. When a creature transformed in this way reverts to its normal form, it takes psychic damage equal to five rolls of its Hit Die. Liminal Being. You stalk the fading divide between the waking mind and retreating dreams, where memory evaporates like mist. Whenever a creature loses sight of you, you can choose for it to forget your existence for up to 24 hours. Its memories of you return the next time it sees you. Additionally, you can use your action to choose a creature within 60 feet of you that cannot see or remember you and attempt to draw it into further forgetfulness. The creature must succeed on an Intelligence saving throw against your ranger spell save DC or lose all memory of a number of creatures or objects you choose equal to 1 + your Wisdom modifier (a minimum of 1). The chosen creatures or objects cannot be visible to the target. These memories return after 24 hours; if the target sees a forgotten creature or object before the duration ends, it has no recollection of it. Terrible Visitation. As an action, you can summon forth a nightmare under your telepathic control. The nightmare has the statistics provided in the Monster Manual, though it is a construct, instead of a fiend. Additionally, it can understand any languages you speak, and you can choose to replace the resistance to fire damage it confers to anyone riding it with resistance to another type of damage. The nightmare remains for 1 minute, or until you dismiss it early as an action. While riding the nightmare, your weapon attacks deal an additional 1d10 psychic damage, and a creature you damage with a weapon attack must succeed on a Wisdom saving throw against your ranger spell save DC, or become frightened of you until the end of its next turn. Once you summon the nightmare, you can’t summon it again until you finish a long rest, unless you expend a spell slot of 4th-level or higher to do so again. \columnbreak
Action makes a rogue: the thrust of intrigue, dalliances in the dark of night, and deeds that require a deft hand. Their skills, and their lifestyles, lead them through a constant pitter-patter of secrets and stories. A rogue has much to tell you, if you can convince them to talk. By no means must a roguish sort be a criminal, but their curiosity inevitably leads them to cross boundaries. Included below is a character option for those who do so frequently, with a flagrant disregard for authority.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you retrain the skills you need for your work: - Replace a skill proficiency you have with proficiency in a different skill of your choice from the list of skills available to rogues at 1st level. - Move the benefit of your Expertise feature from one of your skill proficiencies, or your proficiency with thieves’ tools, and apply it instead to another skill proficiency or your proficiency with thieves' tools that does not already have this benefit. ## Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. The following Roguish Archetype is available to you, in addition to the options offered in the Player’s Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. ### Smuggler
Moving and talking fast is the bread and butter of your business. You gain proficiency with land and water vehicles if you don't already have it. You can choose these proficiencies when selecting new skills for your Expertise feature. In addition, you gain proficiency with your choice of the Deception or Persuasion skill. #### Expert Concealment *3rd-level Smuggler feature*
You can conceal a number of Tiny objects up to your proficiency bonus on your person or in a vehicle that you own in such a way that they cannot be found. You can conceal an object in this way on your person as an action, or take 1 minute to secure it within a vehicle. A creature other than you is unable to locate a concealed object without the aid of the locate object spell or similar magic, unless you tell them where it is hidden. A creature other than you that is aware of the object's location has disadvantage on any Intelligence (Investigation) checks made to find it, contested by your Dexterty (Sleight of Hand) or Dexterity (Stealth) roll. In addition, you can take 8 hours and 50gp of materials to modify a vehicle of size Large or larger that you own with a specialized compartment. The compartment can be used to hide a Small or Medium creature or object using this feature. A Large vehicle can accommodate one such compartment; a Huge vehicle up to two, and a Gargantuan Vehicle up to four. A creature hidden in the compartment using this feature concealed from detection and location as usual, although excessive noise or movement can alert those nearby to its presence. A hidden creature's Dexterity (Stealth) roll is used in place of yours if another creature aware of the compartment attempts to locate it. #### One Shot First *3rd-level Smuggler feature*
Keeping a hair trigger is smart insurance for someone in your line of work. As a reaction whenever initiative is rolled, you can draw a weapon and make a single weapon attack against a creature you can see within range. If necessary, you also load ammunition into your weapon as part of this reaction. #### Scoundrel *9th-level Smuggler feature*
You possess a disarming charm that ruffles feathers. A creature you are talking to within 10 feet of you and that understands you has disadvantage on Charisma (Deception) checks made against you. In addition, a creature that takes your Sneak Attack damage on your turn has disadvantage on attack rolls and ability checks against you until the start of your next turn. \columnbreak
You're no stranger to unusual methods of getting past a secured gate, or getting out of dodge. As an action, or as reaction taken when you take damage, you can fake your demise. For up to 24 hours, you appear dead to all outward inspection and to spells used to determine your status. For the duration, you are blinded, your speed is 0, and you have resistance to all damage except psychic damage. If you are diseased or poisoned when you use this feature, or become diseased or poisoned whilst under its effect, the disease or posion has no effect on you until the effect ends. You can end the effect on yourself as an action. You can use this feature once, and regain the ability to do so upon completing a long rest. #### Clean Getaway *17th-level Smuggler feature*
The element of surprise is never lost: merely concealed until you need it most. Whenever you succeed on a saving throw and take no damage as a result of your Evasion feature, you can use your reaction to move up to your speed and make one weapon attack against the creature or object that forced the save. If you can apply your Sneak Attack damage to this attack, the target is stunned until the end of your next turn. \pagebreakNum # Sorcerer
Rare individuals rich with magic and destiny, sorcerers are interesting folk by nature, though not all of them wish to be. They invariably attract fascination, and the eye of forces beyond their control that wish to control them: the fateful stuff that good stories are made of. Included below is a sorcerous element whose ties to a relentless force of nature might shape the course of their whole lives; as well as optional rules for enriching the magical story of any origin.
You have an innate feel for and control over the flow of magic. When a creature succeeds on its saving throw against one of your sorcerer spells of 5th-level or lower on the turn that you cast it, you can use your reaction to pull back the swelling magic before it is fully expended. The spell's effect is cancelled, and you regain the spell slot used to cast it, as if it had never been cast. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses upon completing a long rest. \columnbreak #### Tidal Blood *1st-level Waterborn feature*
You can feel the tug of the moon on your own blood just as it affects the oceans. You always know when it is high or low tide, and you can navigate by sensing the position of the moon or similar orbital bodies. While concentrating on this sense as if concentrating on a spell, you cannot become lost except by magical means. In addition, you can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, although you cannot understand them in return. #### Ocean Affinity *6th-level Waterborn feature*
You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, while you are fully submerged in water, you gain temporary hit points equal to your sorcerer level. You can gain these temporary hit points only once per minute. #### Arcane Flood *14th-level Waterborn feature*
You can release your magic with the overwhelming power of surging waters. When you cast a sorcerer spell of 1st-level or higher, you can expend 5 sorcery points to open the floodgates to your full might for 1 minute. While the floodgates are open, your sorceror spells overcome any damage resistances and cancel any sources of advantage on saves against them. This effect ends early if you are incapacitated. Whenever your floodgates close again, you suffer 1 level of exhaustion. #### Fathomless Power *18th-level Waterborn feature*
You can now draw up energy from the depths of wordly magic to sustain yourself. As an action, you can regain a number of sorcery points and hit points equal to 1d12 + your Charisma modifier. Once you use this feature, you must complete a long rest before you can use it again. ## Origin Metamagic All sorcerers, regardless of origin, gain access to the Metamagic feature at 3rd level. Also at 3rd level, a sorcerer can take one of the following features through their origin, which grants a specific Metamagic option tailored to their power. This adaptation expands the ability of the class to command magic as their own. Consult with your DM to determine whether or not this additional feature works for your game. A Metamagic option marked with a double asterisk (**) appears in Tasha's Cauldron of Everything, rather than the Player's Handbook. \pagebreakNum
None can hide from the unnervingly extended tendrils of your mind. You gain the Seeking Spell** Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. #### Clockwork Metamagic *3rd-level Clockwork Soul feature*
The order of your power applies an organized precision to your spellwork. You gain the Careful Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. #### Divine Metamagic *3rd-level Divine Soul feature*
The divine source of your power lends an agelessness to your magic. You gain the Extended Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. \columnbreak
Your lineage confers great influence over elemental energy. You gain the Transmuted Spell** Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. #### Shadowy Metamagic *3rd-level Shadow Magic feature*
The shadows are yours to dwell within, leaving others blind to your power. You gain the Subtle Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. #### Stormy Metamagic *3rd-level Storm Sorcery feature*
Your power harkens back to boundless skies: your magic flies far and fast. You gain the Distant Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. \pagebreakNum #### Waterborn Metamagic *3rd-level Storm Sorcery feature*
Like the waves, your power swells and breaks over its targets with staggering force. You gain the Heightened Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again. #### Wild Metamagic *3rd-level Wild Magic feature*
The magic within you is always surging: its unpredictability matched by its unbridled energy. You gain the Empowered Spell Metamagic option. See the Metamagic class feature in the Player’s Handbook for how Metamagic works. You cannot replace this option, and it does not count towards your number of options known. When you use the Metamagic option granted by this feature, you can reduce the cost of sorcery points required to use it by 1. Once you do so, you must complete a short or long rest before you can do so again.
Raw power is a rare resource on any world ‐ even those alive with magic. Some would kill for it; some would trade anything for it, or work away their life for it. Benevolent or baleful though their designs may be, all warlocks are joined by this circumstance: the need for power, and, therefore, the drive to get involved with those beings that trade in it. Such is the stuff that drives stories, grand and intimate. And the patrons of these individuals tend to have a certain bent towards drama, as well. A warlock's relationship with their patron, and by extension, their relationship with power, is often a defining one in their life of adventure. But power doesn't always lie with those of a singular mind... or of a mind scrutable by mortal means at all. Included below, along with other occult secrets that all patrons might bequeath, are two magical forces that invite warlocks to be a part of their multiplicate bodies, gaining ‐ and sometimes giving ‐ power as part of a larger whole. ## Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. ### Pact Boon Option *3rd-level warlock feature*
When you choose your Pact Boon feature, the following option is available to you. #### Pact of the Torch Your patron grants you a spark of their presence in the form of a torch, a lantern, or another source of light that can be held in one hand. When you are holding the torch, you can use an action to ignite it, providing bright light in a 20-foot radius and dim light for an additional 20 feet. The torch burns until you are incapacitated, or until you use an action to extinguish it. If you make a melee attack with the burning torch and hit, it deals 1 fire damage. Touching the burning torch to a flammable object that isn't being worn or carried causes it to ignite. Creatures of your choice gain advantage on saving throws against being charmed or frightened while they remain in the bright light provided by the torch. The light of the torch is magical, and is considered to be an area of light created by a spell of equal level to your warlock spell slots for the purposes of dispelling the darkness spell and similar magic. If you lose the torch, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous torch. The torch crumbles to ash when you die.
You can cast dispel magic once, without expending a spell slot. You can’t do so again until you finish a long rest. When cast in this way, choose up to six creatures, objects, or magical effects within the range of the bright light provided by your torch as the targets of the spell. You have advantage on any ability check required to end a spell of the enchantment or illusion schools with this casting. #### Herald of Destruction
You can project your voice in booming tones audible up to 300 feet away. In addition, your spells and attacks deal double damage to objects and structures. #### Imbiber of Midnight Oil *Prerequisite: 5th-level warlock, Pact of the Torch Feature*
The eldritch fuel of your torch can serve as a source of stamina to those who behold its light. You can perform a 10-minute ritual with the torch to connect its flame to the hearts of a number of creatures you choose. The creautures must remain within the light provided by the torch for the duration. An affected creature ignores a number of levels of exhaustion equal to your Charisma modifier for up to 8 hours. If your torch is extinguished, the effect ends early. Once the effect ends, any creature with this benefit regains all levels of exhaustion that have yet to be removed, and gains 1 additional level of exhaustion. #### Mothling Magick *Prerequisite: Pact of the Torch feature*
When a ranged spell attack is made against a target within the light provided by your torch, you can use your reaction to cause the spell to hit your torch instead. The torch is immediately extinguished. If the damage dealt by the spell exceeds your warlock level, the torch is destroyed, and any excess damage carries over to you. #### Torchbearer *Prerequisite: 5th-level warlock, Pact of the Torch feature*
The radius of bright and dim light light provided by your torch when ignited increases to 30 feet. You can also use the torch as a spellcasting focus for your warlock spells. When you do so, you gain a +1 bonus to spell attack and damage rolls and the saving throw DCs of your warlock spells. In addition, you can use an action to magically fix the torch in place as if on a wall. Until you use an action to pick up the torch again, it doesn't move, even if it is defying gravity. The torch can hold up to 4,000 pounds of weight. More weight causes the effect to cease and the torch to fall. A creature can use an action to make a DC 30 Strength check, moving the fixed torch up to 10 feet on a success. \columnbreak #### Warm Light in the Dark *Prerequisite: 12th-level warlock, Pact of the Torch feature*
The glow of your torch warms a faltering spirit. Creatures of your choice within the bright light provided by the torch have resistance to cold damage. If a creature within the bright light takes damage from a critical hit or fails a saving throw, it gains a bonus to its AC and all saving throws equal to your Charisma modifier until the end of its next turn. #### Yearning Void *Prerequisite: 15th-level warlock*
You can cast teleport once without expending a spell slot. You regain the ability to do so when you finish a long rest. When cast in this way, the spell can safely return teleporting creatures to a location in which you ended a long rest within the last 7 days, as if it were a permanent circle as stated in the spell's description. Any other destination is treated as if you are familiar with it by description. ## Otherworldly Patrons At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to you, in addition to the options offered in the Player’s Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.
The Arcane Cabal 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. \pagebreakNum ##### Arcane Cabal Expanded Spells
As a fully-fledged member of your eldritch organization, you gain the following benefits: Revenue Stream. At the end of each long rest, you gain a number of gold pieces equal to your warlock level + your proficiency bonus. As an action, you can commune with your patron to request an advance on a number of days' pay up to your Charisma modifier, instantly gaining the amount of gold for those days. You then lose the benefit of this feature until you finish a number of long rests equal to 1 + the number of days requested. Proprietary Magicks. As an action, you can expend a warlock spell slot and pay a fee in gold pieces equal to 2d4 x the spell slot's level to cast any spell from the Arcane Cabal Expanded Spell list , even if you don’t know it. The spell must be of a level you can cast. The fee is whisked through the ether to your patron's pocket. You must complete a short or long rest before you can use this feature again. #### Expanded Operations *6th-level Arcane Cabal feature*
You now have additional power and responsibility over the resources of the cabal, affording you the following benefits: Summon Hirelings. Over 1 minute, you can perform a ritual to summon underlings in the employ of the cabal to assist you. You can summon a number of messengers or untrained hirelings up to your warlock level, or half as many skilled hirelings. A hireling you summon uses the statistics of a cultist provided in the Monster Manual, although it adds twice your Charisma modifier to its maximum and total hit points. As your subordinates, hirelings require payment to carry out tasks, the rates of which are detailed in the Services section in chapter 5 of the Player's Handbook. If payment is not provided up front, the hirelings will vanish. Paid hirelings are friendly to you and your companions, and will help you as directed within their ability. They are willing to follow you into dangerous locales, but will not risk their lives for you unless persuaded and compensated to do so. In combat, hirelings roll their own initiative as a group. By default, their priority is to defend themselves or hide. The hirelings remain until their task is complete, you cease paying them, or you dismiss them as an action. You can choose to dismiss individual hirelings or entire groups. Hirelings require new payment at dawn of each day, which you can magically provide to them wherever they are, as long as they are on the same plane of existence. \columnbreak
Your position offers you greater loyalty from those below you in the cabal, and can even shield you from the worst consequences of your actions. Whenever you summon skilled hirelings, they are now willing to fight for you, and will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they aim to defend you as best they can. Hirelings within 60 feet of you add your Charisma modifier to their attack rolls. In addition, when you take damage or become subject to a condition, you can use your reaction to choose a creature you can see within 30 feet of you. An unwilling creature must make a Wisdom save against your warlock spell save DC. On a success, this feature has no effect. Damage dealt to you by the triggering effect is reduced by a number equal to twice your warlock level. The reduced damage is dealt to the target creature instead, and one condition of your choice affecting you is transferred to the target for its remaining duration. A creature summoned by one of your Arcane Cabal features or warlock spells can be targeted with this reaction when it is within 90 feet of you, whether or not you can see it. Once you use this reaction, you can’t use it again until you finish a short or long rest. #### Power Broker *14th-level Arcane Cabal feature*
The direct line to the cabal's coffers now threads through your fingers. You learn a ritual for exchanging gold, magic items, or magical power. You perform the ritual over the course of 10 minutes. If you are exchanging a magical item, you must remain in contact with the item for the duration of the ritual. You can’t send an artifact or a sentient item in this way. When you complete the ritual, the item vanishes and you gain a number of gold pieces or regain a number of expended warlock spell slots (your choice) dependent on the item's rarity, as shown in the table below. ##### Power Broker Exchange
The magic of your patron has been divided seven ways. Choose two colors from this spectrum of power to gain control over. Each color has an associated damage type and school of magic, as shown in the Patron's Colors table. The powers associated with each color are used by other features described later in this section. When you reach certain levels in this class, you take control over additional colors: a total of three colors at 6th level, five colors at 10th level, and seven colors at 14th level. Whenever you gain control over additional colors, you can also replace one color you control with a different one. ##### Patron's Colors
You can stain space itself in your patron's colors. As a bonus action, you can create a 15-foot chromatic cube at a point you can see within 90 feet of you. The space inside the cube is filled with dim light tinted in one of the colors that you control, chosen when you create the cube. Everything within its space is visible only in shades of the chosen color. A creature inside the chromatic cube's space gains advantage on saving throws against spells from the school of magic associated with the cube's color, and resistance to the associated damage type. In addition, the only spells it can cast while inside the cube's space must be of the associated school of magic or deal the associated damage type. A creature is unaffected by a chromatic cube if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. When you cast a warlock spell of the associated school of magic or damage type from inside a chromatic cube's space or that targets a creature inside a chromatic cube's space, roll 1d6. The spell gains a bonus to one damage roll, or to the spell save DC of the spell on the turn you cast it (your choice), equal to the number rolled. A cube you create with this feature lasts for 1 hour. It vanishes early if you die, or if you create another cube of the same color within 90 feet of it. You can use this feature a number of times equal to 1 + your proficiency bonus, and regain all expended uses when you finish a long rest. #### Transmute Tone *1st-level Enigmatic Chromata feature*
A light touch of your magic can tint simple items more permanently in shades of your preferred palette. As an action, you can touch a nonmagical object of size Small or smaller and change one or more of its colors to one of those you have control over. The changes last until you are incapacitated, or until removed by the dispel magic spell or similar magic. #### Chromatic Mosaic *6th-level Enigmatic Chromata feature*
Your command over the color spectrum broadens. You can now use an action, rather than a bonus action, to expend a use of your Color Out of Place feature and create as many chromatic cubes as there are colors that you control. Each cube must be tinted a different color. You can arrange the cubes how you like, stacking them vertically or horizontally, though each cube must touch at least one other on a side. As an action while you can see one of your cubes, you can energize it to unleash a magical effect upon any creatures or objects inside it. Each creature inside the cube must make a Constitution saving throw against your warlock spell save DC. The resulting effect depends on the color of the cube. When you energize a cube, it vanishes. \columnbreak Red. A creature takes fire damage equal to 3d8 + twice your warlock level on a failed save, or half as much damage on a successful one. The energy ignites flammable objects in the area that aren't being worn or carried. Orange. A creature takes 3d8 acid damage on a failed save, or half as much on a successful one. On a failed save, nonmagical armor worn by the target is partly dissolved and takes a permanent, cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Yellow. A creature takes 3d8 lightning damage on a failed save, or half as much on a successful one. On a failed save, a creature cannot take reactions until the end of its next turn. Green. A creature takes 3d8 poison damage on a failed save, or half as much on a successful one. On a failed save, a creature is poisoned for 1 minute. It can repeat the save at the end of each of its turns, ending the condition on a success. Blue. A creature takes 3d8 cold damage on a failed save, or half as much on a successful one. On a failed save, a creature has its movement speed reduced by 15 feet for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. Indigo. A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one. On a failed save, a creature is restrained until the end of its next turn. Violet. A creature takes 3d8 psychic damage on a failed save, or half as much on a successful one. On a failed save, a creature is teleported to a point you choose within 5 feet of one of the cubes created by this feature. \pagebreakNum #### Spectral Shimmer *10th-level Enigmatic Chromata feature*
You can react to danger in a flash, subjecting attackers to a dizzying array of defensive magic. As a reaction when you are hit by a melee attack, you can deal 1d8 damage to the attacking creature for each of your patron's colors that you control. The damage of each d8 is the type associated with each color. If either you or the attacking creature are within the space of one of your chromatic cubes, the attacking creature takes an additional 2d8 damage of the cube's associated damage type. If you roll an 8 on any of the dice, the creature that damaged you must succeed on a Constitution saving throw against your warlock spell save DC or become blinded until the end of its next turn. A creature takes no damage if it can't see you, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. You can use this reaction once, and must complete a short or long rest before you can do so again, unless you expend a use of your Color Out of Place feature to use it again.
Having absorbed all seven strands of your patron's power, you now grow close to your own iridescent ascension. You learn the prismatic spray spell. It counts as a warlock spell for you and can be cast using your Mystic Arcanum feature, but it doesn't count against the number of spells you choose using that feature. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you would cast the spell, you can choose to bend its magic through your own body instead, causing you to refract into seven duplicates of colored light for 1 minute. Each duplicate represents one of your patron's colors and appears up to 30 feet away from you, connected to your body by a faintly shimmering beam of light. Your body glows white, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. Each duplicate sheds colored light in the same radius. On each of your turns, you can move your duplicates up to your speed, although they cannot move more than 30 feet away from you or behind total cover. You must concentrate on this effect as if concentrating on a spell. While the duplicates exist, you are immune to all damage except force damage. A duplicate's AC equals 10 + your Dexterity modifier, and it has 1 hit point. A duplicate can be damaged only by the associated damage type of its color, or by a spell cast from the associated school of magic. It ignores all other damage, conditions, and effects. When a duplicate is destroyed, its light returns to you, and you can once again be damaged by the damage type or school of magic associated with the color of the destroyed duplicate. The effect ends when all of the duplicates have been destroyed. \pagebreakNum # Wizard
Like any skill, spellcraft can be taught, practiced, and ‐ possibly ‐ perfected. Learned wizards can spend lifetimes in magical theory simply describing the vast reams of arcana they will never know. Specialization is often the pursuit of a budding mage: learn all that you can about that which no one else is looking at, and progress, however small, can be made. But there are always those who would rather muse upon the whole, however impossible it might be for one mind to encompass. Included below is a wizardly doctrine that looks to unusual research methods in order to examine as much of the Weave's work as possible.
Brushing up on your fundamentals is good practice, even for advanced arcanists. Once per day when you finish a short or long rest, you can choose a school of magic to dedicate at least thirty minutes to studying. The school of magic must be one for which you have a spell in your spellbook that you can prepare (although you need not have it prepared). Once you complete this study, you gain a bonus to Intelligence (Arcana) checks made to examine spells or magical effects of the chosen school that lasts until the start of your next long rest. The bonus is equal to the number of spells of the chosen school in your spellbook that you can prepare, up to a maximum bonus equal to your Intelligence modifier. ## Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. The following Arcane Tradition is available to you, in addition to the options offered in the Player’s Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. ### School of Thought
Your mind holds the form of a well-structured building, through which you can move to browse or store memories. You have a number of rooms inside your memory palace equal to 1 + your Intelligence modifier (a minimum of one). Unless otherwise stated, you can empty a room of your memory palace at any time (no action required). You can utilize the rooms in one of the following ways: - At the end of a long rest, you can store the details of a spell from your spellbook in an empty room. You always have this spell prepared while it is stored inside the room, and it does not count against the total number of wizard spells you prepare. - When you cast a spell using the Ready action, you can use an empty room to hold the energy of the spell so that you do not need to maintain concentration to do so yourself. While the spell is stored in the room, you can continue to hold it ready until the specified trigger is met, you empty the room, or you use the Ready action again. - You do not need to maintain concentration on casting a spell with a casting time longer than a single action or reaction while you have an empty room available. - At the end of a short or long rest, you can create and store a false memory inside an empty room. The memory must be able to be expressed in twenty-five words or less. Part of you remains aware that the memory is false, but any creature that is able to access it will believe it to be legitimate. When you store a false memory within your memory palace, you can choose to leave the door to its room unlocked, allowing it to be seen as a surface thought by the detect thoughts spell and similar magic. - At the end of a short or long rest, you can hide a true memory behind a locked door in an empty room. The memory must be able to be expressed in twenty-five words or less. While the memory is locked in the room, you have no knowledge of it whatsoever. Your mind fills in or dismisses any resulting gaps in logic. You can retrieve a memory locked in a room by browsing the rooms of your memory palace again at the end of a short or long rest. \pagebreakNum #### Open Book *2nd-level School of Thought feature*
You have learned to skim a well-read mind like any other tome. As a bonus action, you can focus your thoughts on a creature that you can see within 30 feet of you and attempt to peruse its magical knowledge. Make an Intelligence (Investigation) check. The DC equals 11 + the level of spells you are hoping to peruse. On a success, you learn the name and effect of each spell of the chosen level or lower that the target can cast. If a spell you find appears on the wizard spell list, you can make a mental note of the spell's formula by storing it within an empty room of your memory palace. You can add a spell you have stored in your memory palace in this way to your spellbook as normal if it is of a spell level you can prepare. The gold and time you must spend to copy a spell found in this way into your spellbook is halved. #### Hold Thought *6th-level School of Thought feature*
By opening the doors to your own spacious mind, you can ease the mental load of spellcasting for another. As a bonus action, you can choose a creature within 30 feet of you that is concentrating on a spell. If the target is unwilling, it can make an Intelligence saving throw against your spell save DC. On a success, this feature has no effect. You maintain concentration on the target's spell in its stead by storing it inside an empty room of your memory palace. You can continue to concentrate on one other spell of your own while you have a spell stored in this way. If you lose concentration on either spell for any reason other than willingly choosing to end it, both spells end. Once you concentrate on two spells at once, you must complete a short or long rest before you can do so again. #### Enduring Ego *10th-level School of Thought feature*
When you are reduced to 0 hit points, you can temporarily transfer your consciousness into the mind of another creature within 60 feet of you. When you do so, your body is unconscious but stable as your mind divorces from it. You can maintain concentration on spells, making a Constitution saving throw as normal against the triggering damage to do so when you use this feature. In this state you are intangible and cannot be targeted by any means. You cannot take any actions, bonus actions, or reactions, other than to use your Hold Thought or Open Book features. You perceive through your host creature's senses, and you gain the benefits of any special senses that it has. You can communicate telepathically with any other creature within 60 feet of it. Your telepathic utterances are in a language you know, and a creature understands you only if it knows that language. It can respond in kind. Your host is not aware of your presence unless you choose to communicate with it. If you choose to allow it to do so, the host can use your Intelligence saving throw modifier in place of its own whenever it is forced to make an Intelligence saving throw. Your consciousness can persist in this state for up to 1 hour. If your body regains hit points, you immediately return to it if it is on the same plane of existence. When the effect ends, you die if you have not returned to your body. \columnbreak #### Sympathetic Revelation *14th-level School of Thought feature*
You can attempt to cast spells beyond your understanding by using the knowledge of another. As an action taken when you find a spell with a casting time of 1 action in a creature's mind using your Open Book feature, you can cast it at its lowest level. The spell chosen must be 5th-level or lower, but does not need to be on the wizard spell list. The spell is cast as if by you, using your spell save DC, spell attack bonus, and spellcasting ability. If your target has a spell slot of the required level for the chosen spell, that spell slot is used instead of your own to cast the spell. If the spell is a wizard spell and of a spell level you can prepare, you can immediately replace one of your prepared wizard spells with it. Once you use this action, you must complete a long rest before you can do so again.
Time spent mastering the culinary arts has paid off, granting you the following benefits: - You gain proficiency with cook's utensils if you don't already have it. - You can utilise creature parts for food by cooking with ingredient dice. With cook’s utensils, a dagger, or a weapon that deals slashing damage in hand, you can begin the process of harvesting ingredient dice from the remains of a creature within 5 feet of you, so long as it died within the last 24 hours and is one of the following types of creature: aberrations, beasts, dragons, elementals, fiends, fey, giants, humanoids, monstrosities, oozes, or plants. The process takes 1 minute per creature, at the end of which you gain an ingredient die equal to the size of its Hit Dice. In addition, at the end of a long rest you gain two ingredient dice, which are d4s. - You can stock a maximum of 2 ingredient dice (these ingredient dice do not count towards any maximum limit on stock you have from another source). If you exceed your maximum when you gain a new ingredient die, you must discard stocked dice until you no longer exceed it. - At the end of a short or long rest, you can expend these ingredient dice to prepare special food for a creature within 30 feet of you, granting it temporary hit points equal to the number rolled on the ingredient die. These temporary hit points can be added to any granted by another feature of yours that expends ingredient dice. - Any creature that eats your food made using ingredient dice and spends one or more Hit Dice to regain hit points during a short rest regains extra hit points equal to your Wisdom modifier (a minimum of 1). ### Body of Werk *Prerequisite: Kobblek bearing the body part of another race associated with a feat you wish to use*
Your body is a biological tapestry, and with time and practice you are able to unlock the best of its potential. Choose one feat with a prerequisite of a race. You must possess a body part of the prerequisite race through either your Anatomical Heirloom feature or your Graftwerk feature. While you retain the appropriate body part, you ignore the prerequisite of the chosen feat and gain its benefits. A feat that enhances a \columnbreak specific biological feature requires you to have a body part that includes that specific biological feature (such as lungs that generate a breath weapon for the Dragon Fear feat). Detaching the matching body part using your Uncouple Appendage feature, if you are capable of doing so, does not count as losing the prequisite for the chosen feat. You can select this feat multiple times. Each time you do so, you must choose a body part that has not yet been matched with a feat through this method. You can gain the benefits of each feat chosen through this method only once. ### Craft Elf Magic *Prerequisite: Elf (craft) or Gnome (craft)*
You add a set of industrious magics to your toolbox. You learn one artificer cantrip of your choice. You also learn the unseen servant and heat metal spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells. ### Eye Spy *Preequisite: Kobblek*
Extensive exercise with your disembodied limbs has allowed you to stretch the range and complexity of your connection: - The speed of your detached hand or arm when using your Uncoupled Appendage feature is doubled, and it gains a bonus to its Armor Class and Dexterity (Stealth) checks equal to your proficiency bonus. - You can now command your uncoupled appendage so long as you are within 300 feet of it. - Whenever you use your Uncouple Appendage feature, you can spend an additional Hit Die to detach an eye to send with the appendage. The eye is a Tiny object with an AC of 5 and 1 hit point. It has a movement speed of 0, but it imposes no penalty on the appendages movement speed when carried. You can continue to see through the eye while it remains within range of your commands. You can reattach your eye as part of the same action you use to reattach your uncoupled appendage.
Fate seems to turn dramatically around you, granting unlikely reprieves even as it promises to reap a high toll. - Whenever you make an attack roll, an ability check, or a saving throw, you can prematurely gain a death saving throw failure to cause the roll to succeed, unless you would have been unable to succeed on the roll normally with a 20 on the die. You can choose to take on this failure after you roll the die, but before the outcome is determined. Unlike normal, the number of death saving throw failures you accrue in this way is not reset to zero when you regain hit points or become stable. - You can also choose to prematurely gain a death saving throw failure in this way when an attack roll is made against you, causing it to miss. If more than one creature attempts to influence fate in this way, the influences cancel each other out; the roll is resolved as normal. - You can prematurely gain up to three death saving throw failures using this feature. If you are reduced to 0 hit points while you have three failures accrued, you instantly die. The number of failures you have accrued is reset to zero when you finish a long rest. ### Gambler Your itch for high-stakes speculation grants you the following benefits: \columnbreak - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - You gain proficiency in three types of gaming sets of your choice. - When you roll initiative, you can choose a number between 2 and 19 as your lucky number. Once per combat when you make an attack roll and the roll on the d20 equals your lucky number, you can cash it in, turning the roll into a critical hit. Add the ability modifier of the score increased by this feat to the damage of the attack. If initiative ends and your lucky number did not appear, you take psychic damage equal to your level, and you cannot choose that number again until you finish long rest. ### Gilded Skin *Prerequisite: Aulter, Dwarf (primordial), or Genasi (earth)*
The ore that coats your veins is as beautiful as it is tough. You gain the following benefits: - Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. - Your skin hardens into a gleaming defense. While you aren’t wearing armor, you can calculate your AC as 13 + your Constitution modifier. You can use a shield and still gain this benefit. - While you aren't wearing armor, you can use your Constitution modifier, instead of Charisma, for ability checks using the Deception, Performance, and Persuasion skills. You can use a shield and still gain this benefit.
Matching your skill in craftsmanship or magic with curiosity in the other, you have experimented with enhancing items: you learn two Artificer Infusion options of your choice from the artificer class. If the infusion has a prerequisite of any kind, you can choose that infusion only if you’re an artificer who meets the prerequisite. Whenever you gain a level, you can replace one infusion you know with another one from the artificer class. You can touch one nonmagical object at the end of a long rest and imbue it with one of your artificer infusions learned in this way, turning it into a magic item. See the artificer class in Chapter 1 of Tasha's Cauldron of Everything for how infusions work. You can infuse only one nonmagical object at a time (if you're an artificer, this does not count towards the maximum number of objects you can infuse). If you try to infuse a new item, the first infusion immediately ends, and then the new infusion applies. ### Motes of Mischief *Prerequisite: Fairy*
Taking a leaf from your pixie cousins, you have concocted fresh fun and mischief to be spread by the magic of your fairy dust. You gain the following benefits: - You can cast the sleep spell at 2nd-level, targeting only those creatures within 5 feet of a light created by your dancing lights cantrip that can see it. Once you cast the spell in this way, you cannot do so again until you complete a long rest. - When you cast levitate using your Fairy Dust feature, you can turn one creature affected by the spell invisible for the duration. The invisibility ends if the target attacks, casts a spell, or touches the ground. Any equipment the creature wears or carries is invisible with it. ### Occult Investigator
You have mired yourself in the study of byzantine beings, and developed a nose for tracking the magic they employ. You gain the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - Choose three schools of magic. You can always sense the presence of magic from the chosen schools as if by the detect magic spell, and you have a +5 to any Intelligence check you make regarding magic from those schools. - When a creature casts a spell that causes it to vanish from your sight, you can use your reaction to make an Intelligence (Investigation) check against the creature's spell save DC. On a success, you track the creature's path through the Weave and determine its location if it is within 300 feet of you, or the direction of its travel if it is not. ### Picklock *Prerequisite: Dexterity 13 or higher*
You have practiced the art of self-determined exit and entry. You gain the following benefits: \columnbreak - You gain proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make with them, unless they are already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. - You can use a bonus action, instead of an action, to use your thieves' tools to attempt to unlock a door, disarm a trap, or similar. If the attempt is successful, you can move up to 5 feet as part of the same bonus action. - After successfully using your thieves' tools to unlock a door, disarm a trap, or similar, you can easily reset the mechanism to secure the secrecy of your passage. Any ability check you make related to the mechanism for the next 24 hours has its DC reduced by 10 for you. ### Planestouched
By a connection of birth or as a result of your strange travels there, you have been marked by the indeliable influence of a land beyond the Prime Material Plane. Choose a plane of existence (for example, one of the Inner Elemental Planes) and one of the following damage types associated with the chosen plane: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. You learn one language associated with your chosen plane, and you gain resistance to your chosen damage type. You lose this resistance when you have taken damage of the chosen type a number of times equal to your Constitution modifier (a minimum of once), and regain it again after completing a long rest. ### Rolling Thunder *Prerequisite: Pangong*
You can lend your tumbling momentum to a cannonballing assault. When you move at least 10 feet while curled up on your turn, you can take the Attack action while in your defensive ball. The only attacks you make while in the ball are unarmed strikes that deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. For every 5 additional feet you move before making an attack in this way, you gain a +1 bonus to the attack and damage rolls on the attack. ### Royal Commission *Prerequisite: Hivebody*
Your queen has taken inspiration from the outside world, and can motivate the drones of the hive to create substances and structures that were previously beyond their understanding. At the end of each long rest, choose one of the following spells: find familiar, goodberry, or web. You can cast the chosen spell once, and regain the ability to do so the next time you choose it after finishing a long rest. When you cast each of the spells, they are subject to the following changes: - A familiar you create by casting the find familiar spell in this way is made of the same materials as your body, and animated by a group of your drones in a facsimile of its chosen form. As an extension of yourself, its creature type is humanoid. The familiar drops to 0 hit points at the end of a long rest as the drones rejoin your body to recuperate. - A creature that willingly eats a berry you create when casting the goodberry spell in this way regards you warmly for 10 minutes, and is charmed for the duration. \pagebreakNum
Your drones have been drilled to defend the hivebody with vigorous ferocity. You gain the following benefits: - Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. - Whenever you use your Incensed Host feature, the mass of swarming drones grants you a bonus to your AC equal to half of your Constitution modifier (rounded up). - When you have no uses of your Incensed Host feature remaining, you can expend two of your Hit Dice to use the feature again. When used in this way, the swarm of drones lasts until the end of your next turn. ### Strong-Arm *Replaces the Grappler feat found in the* Player's Handbook*Prerequisite: Strength 13 or higher*
You've developed an iron grip for grappling in close quarters. You gain the following benefits: - You have advantage on attack rolls and Charisma (Intimidation) checks against a creature you are grappling. - When you take the Attack action, you can replace one of your attacks with an attempt to restrain a creature grappled by you. To do so, make another grapple check. \columnbreak
You have studied languages extensively, gaining the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - You have advantage on Intelligence (Language) checks. - Choose up to three languages you know. Your proficiency level in each of the chosen languages increases by one. - When you spend your downtime Training to increase your level of language proficiency, you halve the number of workweeks required to achieve the next level of proficiency in the trained language. ### Terrain Savvy *Prerequisite: Wisdom 13 or higher*
You make the best out of any battlefield, and take any moment you can to catch your breath in the middle of a skirmish. - Half cover counts as three-quarters cover for you. - When you gain cover from a hostile creature, you can spend a number of Hit Dice up to your Wisdom modifier to heal yourself. Roll the dice, add your Constitution modifier to the result, and regain a number of hit points equal to the total (minimum of 1). You must finish a short or long rest before you can heal yourself in this way again. \pagebreakNum ### Tracker *Prerequisite: Constitution or Wisdom 13*
You doggedly track your quarry over the most hostile landscapes. You gain the following benefits: - You gain proficiency in the Survival skill. Your proficiency bonus is doubled for Wisdom (Survival) checks made to track creatures, unless these checks are already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. - While tracking other creatures, you learn their exact number, their sizes, and exactly how long ago they passed through the area. - You can ignore the effects of exhaustion while tracking other creatures for a number of hours equal to 1 + your Constitution modifier (a minimum of 1 hour). - The first time you target a creature you have been tracking within the last 24 hours with an attack, the attack scores a critical hit on a roll of 19 or 20. ### Twinned Weapon Master
You excel at fighting with paired weapons, gaining the following benefits: - When you hit a creature with an opportunity attack made using a one-handed melee weapon or an unarmed strike, you can make a second attack against it using two-weapon fighting or an unarmed strike as part of the same reaction. - Once per turn when you use a bonus action to attack with two-weapon fighting or unarmed strikes and you miss or score a critical hit with one of these attacks, you can make one additional attack with the same weapon or unarmed strike as part of the same bonus action. ### Versatile Combatant You have mastered the balance of versatile weapons in combat, changing grip and switching your stance to take advantage of each new moment of offense and defense. You gain the following benefits: - You have advantage on contested ability checks and saving throws made against being disarmed. - You can use the larger damage die when attacking with a versatile weapon that you are proficient with, even when wielding it with one hand. - If you use the smaller damage die for each attack you make with a versatile weapon that you are proficient with on a turn and are wielding no other weapons or shields, you gain a +3 to your AC against the first attack made against you before the end of your next turn. - If you wield a versatile weapon that you are proficient with two-handed, you add +5 to the damage of the first attack you make with it before the end of your turn. ### Wanderer's Magic As a sojourner with a deep connection to the Material Plane, you can call on the magical aid of the land, wherever you roam. You gain the following benefits: \columnbreak - You learn the *land's mark* cantrip (a spell in Chapter 3). - After finishing a long rest in an environment from among those chosen by the Circle of the Land in the druid class, choose one 2nd-level spell from the spells available for that environment. If you finish your long rest on open water or in an underwater environment, you can choose either the *alter self* or *gust of wind* spell. If you finish your long rest in an urban environment, you can choose either the *protection from poison* or *shatter* spell. You can cast your chosen spell without expending a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish another long rest in the appropriate environment. You can also cast the spell using spell slots you have of 2nd-level or higher. Wisdom is your spell-casting modifier for any spells you cast from this feat. ### Weapon Specialist *Replaces the Weapon Master feat found in the* Player's Handbook
You have practiced extensively to master a personal selection of weapons, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. Attacks made with these weapons are never made at disadvantage due to the heavy property. When you make an attack with one of your chosen weapons, you can use the ability modifier of the score increased by this feat, instead of its usual modifier, for the attack and damage rolls. - When you make an attack using your Strength modifier with one of your chosen weapons, you can cause the attack to cleave or pierce through your target, dealing damage equal to your Strength modifier + your proficiency bonus to a different creature of your choice that you can see within 5 feet of it. - When you make an attack using your Dexterity modifier with one of your chosen weapons, you can prevent the attack from being affected by disadvantage. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Well of Inspiration *Prerequisite: Sigathur*
You can give back more of the inspiring energy that nourishes you to your companions. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - The dice rolled whenever you use your When Inspiration Strikes or Thoughtful features become equal in size to your largest Hit Die. - When you have no uses of your When Inspiration Strikes or Thoughtful features remaining, you can expend two of your Hit Dice to use the feature again. Once you do so, you must complete a short or long rest before you can use the feature in this way again. \pagebreakNum
Once a creature has paid its fee, it can enter the spell's area. If it leaves again, it must pay a fee once more if it wishes to return. If you are aware of a creature attempting to enter the spell's area, you can choose to waive its fee as an action. The spell can only be appeased by allowing it to reap its price. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. It blocks teleportation and similar means of attempting to bypass the fee, causing a teleporting creature to appear at the outer boundary of the spell's area. Casting this spell on the same area once every day for 30 days makes the effect permanent while you live. Each day at dawn, you can choose to change the fee for entering an area permanently effected by this spell if you are on the same plane of existence. \pagebreakNum #### Vainglory *8th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 8 hours ___ You flatter a creature you can see within range with an abundance of magically honeyed words. The creature must succeed on a Wisdom saving throw or be overtaken by the magnitude of its own hubris. On a failure, a creature considers itself above fault or fear, and is convinced that it cannot fail or die. For the duration of the spell, the creature refuses to use reactions or to take defensive actions. Defensive actions could include flying away from danger, the casting of spells such as *globe of invulnerability* or similar magic, or taking the Dodge or Hide actions. If the creature has allies, it will instruct those allies not to defend it. #### Veins of the Earth *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You cause magma to rise to the surface of the earth around you in 5-foot wide lines of pulsing heat. The lines can total a length of 100 feet. You can shape the lines in 5-foot sections as you wish, although each section of line must be contiguous with another, or originate from you. The lines of magma are difficult terrain. When the lines appear, each creature other than you within their area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage, or half as much damage on a successful save. Each creature other than you that ends its turn within 5 feet of a line must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a success. A creature that ends its turn within the area of a line takes an additional 2d10 fire damage. The lines of magma last for 1 hour before cooling into volcanic rock. Whenever an area affected by this spell takes cold damage, roll 5d10. If the damage dealt is greater than the number rolled, the lines within that area cool into rock. As an action, you can touch one continuous line of magma created by this spell and instantly cool it. #### Wildergeist *1st-level transmutation* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, M (a totem or trophy related to a beast, dragon, fey, monstrosity, or plant) - **Duration:** 8 hours ___ You return your soul to nature and remake it in the spiritual likeness of another creature. Choose a beast, dragon, fey, monstrosity, or plant with a CR of 1 or lower. For the spell's duration, your creature type becomes the type of the chosen creature, and you count as the chosen creature for the purposes of effects that track particular creatures or creature types, such as the *locate creature* spell or similar magic. You \columnbreak
The carved bone handle of this knife ends in a small hook. Instructions on the preparation of various cuts of meat are etched into the metal of the blade. You have a +1 bonus to attack and damage rolls made with this magic weapon. While holding this knife, you can you can speak the command word as a bonus action to cause it to animate. The knife flies into the air to hover by your shoulder, leaving your hands free. When you animate the knife, and as a bonus action on each of your following turns while the knife is animated, you can make an attack with it as if you were wielding it, using your attack roll modifier and proficiency bonus. If it is used to make a ranged attack, the knife always returns to hover by your side immediately afterwards. The knife remains animated for 10 minutes, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the knife falls to the ground, or into your hand if you have one free. By speaking the command word again (no action required) while the knife is animated, you can send it to begin harvesting ingredient dice from eligible creatures within 60 feet of you. The knife takes 1 minute to harvest a creature and return the ingredient die to you. It will continue harvesting until all eligible creatures within range of you have been harvested, until it deanimates, or until it is commanded to stop by you. If the creature the knife harvests is of a type that you can harvest two ingredient dice from, instead of one, the knife harvests two ingredient dice from it. \columnbreak
An object of recurring infamy in folklore and fairy tales told of hags, enchanters, or wily spirits throughout worlds and time, this vast oven built by the immortal hag Baba Yaga herself would be the pride of any witch's kitchen. It always appears with a great wooden paddle, the broad end of which has served as the last seat to be perched on for many a child of stories past. These creations of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the paddle appears leaning against the side of the aga at the next dawn. Random Properties. This artifact 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 major beneficial property - 1 minor detrimental property \pagebreakNum Properties of the Aga. The aga is a Huge stone oven, with a mouth and interior that is ordinarily sufficient for a creature of size Medium or smaller to enter, either standing or lying down. By speaking the command word, you can cause the aga to swell in size to accommodate the entry of any creature, up to size Gargantuan, growing to the appropriate dimensions as it does so. If the aga is inside a structure, the dimensions of the structure temporarily warp and stretch to expand along with the aga. The interior of the aga is constantly heated by magical fires. Once during your turn while you are within 15 feet of the aga, you can command the mouth of the oven to either open or close (no action required). Properties of the Paddle. The paddle is seven and a half feet long and made of a dark, purplish wood. The flat end is roughly 3 feet by 3 feet. The paddle can be wielded as a greatclub, operating as a magic weapon that grants a +3 bonus to attack and damage rolls made with it. You can support any amount of weight that fits on the paddle's flat end while holding it, regardless of your own Strength score. By speaking the command word (no action required), you can cause the paddle to hover in place besides you, where it can be ridden. It has a flying speed of 120 feet that lasts until you disembark. It can carry any amount of weight, so long as the creatures or objects carried fit upon the flat end. You can command the paddle to travel alone to a destination within 100 miles of you if you name the location, and are familiar with that place. The paddle flies back to you when you whistle for it, provided that it is still within 100 miles of you. The paddle has 5 charges. As an action while you can see the paddle, you can expend 1 charge to target a creature you can see within 120 feet of it. The creature must make a DC 18 Wisdom saving throw. Small creatures have disadvantage on this saving throw. On a failed save, the creature becomes charmed for 1 hour. When charmed in this way, the creature falls unconscious, and the paddle immediately moves to scoop up its body as it falls prone. The wide end of the paddle magically expands to accommodate the creature, up to size Large. If the affected creature takes damage or someone else uses an action to attempt to shake it awake, the creature makes a new Wisdom saving throw against the charm effect. If the saving throw succeeds, the effect ends. The paddle regains all expended charges daily at dawn. "Kettle, Cauldron, Kiln, Cast". You can use the aga as brewer’s supplies, cook’s utensils, glassblower's tools, potter's tools, or smith's tools. You have advantage on any check you make using the artifact as one of these tools. If you are a gourmet attuned to the aga and use it as cook's utensils to create a meal using your Campfire Cook feature, each ingredient die you would normally roll to create the meal instead uses the highest number possible for each die. "Cook You Quick, So Scrabble Fast". The interior of the aga is constantly aflame. A creature or object that enters the aga for the first time on a turn or ends its turn inside takes 5d8 fire damage. As an action once per day while you are within 5 feet of the aga, you can command it to turn up the heat. When you do so, the fire damage increases to 10d8 for 1 minute. If a creature's hit points are reduced to 0 by the heat of the oven, you can choose to make the target emerge from the oven as a perfectly baked or roasted foodstuff of your choice. This food yields 3 ingredient dice if harvested. A creature trapped inside the aga can use an action to attempt to escape by making a DC 20 Strength saving throw. On a success, it pries open the mouth of the oven and is freed. \columnbreak "Burn Away the Fat At Last". As an action while you are within 5 feet of the aga, you can command the flames within to flare with lurid greens, blues, or purples (your choice). The first creature or object to enter the aga within the next 10 minutes takes no fire damage, and instead is transfigured by the conflagration in one of the following ways: it has its form permanently changed as by the spell *true polymorph* (green flames); it is returned to life as by the spell *reincarnate* (blue flames); it is cleansed of all magical effects upon it, including curses, diseases, and transformations (purple flames). Visions of a target's past swell and swirl in the smoke that bellows from the aga during the transfiguration, which takes place over 1 minute. . Once the flames transfigure a target, their lurid color fades and the usual heat of the oven returns over the course of 1 minute. Once this property has been used, it cannot be used again for 1d10 + 7 days. Destroying the Aga or Paddle. The aga and paddle are destroyed only if they are smashed by Baba Yaga herself. #### Bag of Self-Raising Flour *Wondrous item, rare (requires attunement by a creature proficient with cook's utensils)*
A sack of white flour, plain enough in appearance, marked with a red sigil that shows it should not be cooked with. While the bag is on your person and you die, it immediately explodes as if the contents have been exposed to an open flame. Each creature within 15 feet of your body must make a DC 15 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The bag is consumed in the explosion. The fire ignites flammable objects in the area that aren’t being worn or carried. Immediately after the bag explodes, you are restored to life with hit points equal to the fire damage rolled. #### Candle of Ambience *Wondrous item, uncommon*
This tall, tapered candle in a classically styled holder is guaranteed to set the mood just so for getting to know one another. As an action, a creature can light the candle. It remains lit, shedding bright light in a 5-foot radius and dim light for an additional 5 feet, until an action is used to snuff it. A creature within the candlelight that has an Intelligence score of 8 or higher can add an additional die to any Wisdom (Insight) or Charisma (Persuasion) check that it makes regarding another creature within the light. The additional die added to the roll corresponds with the height of the candle, with a maximum height of 12 inches adding 1d12 to the roll. The DM decides the initial height of the candle or determines it randomly. For every hour that the candle burns, it loses 1 inch of height.
This cast-iron cookpot is used by traveling denizens of the Underdark who wish to enjoy hot food without drawing eyes to their camp like a star in the black. The cookpot measures 10 inches in radius and 6 inches deep. It can hold 1 1/2 gallons of liquid, or 1/4 cubic foot of solid contents. It can be carried by its simple iron handle. When placed above a fire at least as large as the base, the cookpot hovers in place, supporting itself and its contents just above the flame. By speaking the command word as an action, you can activate the umbral magic of the cookpot. All fires or other sources of nonmagical light within a 5-foot cube originating from the base of the cookpot downwards immediately turn black. Any bright light shed by the fires becomes darkness, and any dim light vanishes entirely. The fire otherwise acts normally. The effect ends when you speak the command word again as an action, remove the pot from the flame, or douse the flame beneath it.
These chain gloves are surprisingly light and flexible. When a melee attack that deals slashing damage hits you while you're wearing them, you can use your reaction to attempt to catch the attack and reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. You have resistance to any remaining damage from the attack. #### Dehydrating Kettle *Wondrous item, rare*
Sometimes sent as an insult to the court of a marid, such a kettle exerts a forceful pull on vital liquids. The kettle has 5 charges, and regains 1d4+1 expended charges daily at dawn. As an action while holding the kettle, you can speak the command word and point the spout at a creature you can see within 30 feet. The target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is paralyzed and shrinks in size as if targeted by the reduce effect of the enlarge/reduce spell, as the kettle begins to siphon the moisture from it in a funnel of steam. On each of your turns, you can use your action to expend 1 charge and maintain the siphon on the target, forcing it to repeat the saving throw. On a success, the target is no longer paralyzed. On a failure, the target's size is reduced by a further category. If a targeted creature is currently size Tiny and fails its saving throw, the kettle fully absorbs all its available moisture, and the creature becomes a Tiny piece of jerky. The jerky is an object with 10 hit points and an AC of 10. It automatically fails all saving throws. You must concentrate on the siphon as if concentrating on a spell. The siphon ends if you use your action to do anything else. The siphon also ends if the target is ever outside the kettle’s range or if it has total cover from you. A creature reduced in size by the kettle remains that way until it touches more than a cupful of water, at which point it reverts to its normal dimensions harboring a powerful thirst. A creature turned into jerky also reverts back to normal if it takes any damage. If it reverts as a result of taking damage, any excess damage carries over to its normal form. #### Forbidden Filleting Knife *Weapon (dagger), very rare (requires attunement by a gourmet)*
The soft gleam upon this thin blade betrays the transformative properties of its edge. You have a +3 bonus to attack and damage rolls made with this magic weapon. You can use the knife to harvest a creature using your Stock Up feature. When you do so, the creature can be a celestial, construct, or undead. #### Greasy Spoon *Wondrous item, uncommon (requires attunement by a gourmet)*
This metal spoon glistens with a constant oily sheen. It has 4 charges. While holding the spoon, you can expend 1 charge as an action to cast the grease spell (save DC 13) on a point you can within 30 feet of you. The spoon regains 1d4 expended charges when used as part of a set of cook's utensils to create a meal using your Campfire Cook feature. \pagebreakNum #### Heroes' Leftovers *Wondrous item, very rare (requires attunement)*
A set of four rectangular containers made of fine wood carved and painted with scenes of famous legends. Each container is 6 inches long and 5 inches wide, with a thick napkin tucked inside. They snap together into a portable stack complete with handle. The containers count as a single item for purposes of attunement. If one is lost, it reappears stacked with the others beside you at the next dawn. This item can be used as the material component for the spell heroes' feast. When you cast the spell using the containers as the material component, they are not consumed. Whenever you cast the spell heroes' feast and less than twelve creatures partake of the feast, the containers can be used to store the benefits of the spell to be distributed later. The containers hold a number of portions of the feast equal to twelve minus the number of creatures who partook of it. One or more portions can be given out as an action to creatures within 30 feet of you who are not currently under the benefits of the feast. Each portion takes 1 hour to consume, and disappears at the end of that time. The beneficial effects don't set in until this hour is over, as normal. Leftover portions of the feast spoil after 12 hours . If you are a gourmet attuned to the leftovers and have temporary hit points remaining in your meal's pool after using your Campfire Cook feature, you can use the containers to store some of your meal if they are empty. The maxiumum number of temporary hit points you can store in the containers equals 5 x your gourmet level. The temporary hit points can be distributed as portions of food to creatures within 30 feet of you as an action. A creature you serve a portion of temporary hit points to in this way must take 10 minutes to consume it, gaining the temporary hit points and any additional benefits of the meal at the end of this time. Leftover portions of the meal spoil after 12 hours. #### Hippocamper's Herb Garden *Wondrous item, very rare (requires attunement by a druid, gourmet, monk, or ranger)*
This foot-long shallow wooden planter is packed with soil from the slopes beneath the Vermilion Monastery, where Arcgavus Hippocamper once studied. The following herbs are planted within: thyme, vacha, coriander, rosemary, sage, and mint. Each plant has 1d4 sprigs ready to use. A single sprig can be used to season or garnish a meal sufficient for up to six creatures. When a creature consumes one of these meals, it gains +2 to an ability score, and other benefits determined by the type of herb used, as shown in the table below:
This 'cyclopedia penned by Drawyn Grywel contains recipes from all over the continent. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: create food and water, evard's black tentacles, heat metal, heroes' feast, giant insect, goodberry, and locate animals or plants. It functions as a spellbook for you. While you are holding the cookrye, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. If you spend 1 minute studying the book, you can expend 1 charge to transform 2 pounds of rations into temporary hit points equal to 1d10 + your Intelligence modifier, which you divide among creatures within 30 feet of you however you like. \pagebreakNum #### Modo’s Forking Great Trident *Weapon (trident), legendary (requires attunement by a gourmet)*
This trident was wielded by the lizardfolk Modo, a ship's cook who tackled giants in order to defend innocents fleeing a war-torn land. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of a type that you can harvest two ingredient dice from, instead of one, that creature takes an extra 2d12 piercing damage. When you knock a creature of size Huge or smaller prone on your turn and you are within 5 feet of it, you can attempt to grapple the target by pinning it down with the trident (no action required). Add the trident's +3 bonus to your Athletics check to do so. You ignore the usual size restrictions for grappling when attempting to pin a creature in this way. Moreover, if the target is a creature of a type that you can harvest two ingredient dice from, instead of one, you have advantage on your Athletics check to pin it with the trident. #### Mysterious Menu *Wondrous item, rare (requires attunement by a creature proficient with calligrapher's supplies or cook's utensils)*
This tastefully decorated menu originates from The Society of Questing Knives, an elite underground eatery dedicated to exploring tastes rare, far, and bizarre. The menu has 3 charges, and it regains 1d3 expended charges daily at dawn. Record Recipe. If you have a body part of a creature to hand, you can expend 1 charge to add information about the creature to the menu . The information comprises a general description of the creature, its name if it is known to you, as well as up to five of the following facts about the creature: - Any languages it speaks - Any special senses it has - Armor Class - Resistances and vulnerabilities it has, if any - Total class levels it has, if any - Average hit points - Three ability scores (this option can be selected twice) - Up to three saving throws it is proficient in Adding the information into the menu involves carefully analyzing the body part to glean its properties. The process takes a number of hours equal to the creature's challenge rating, plus one hour for each item of specific information you wish to record. A creature that can read can spend 1 minute perusing the menu to learn all of the recorded information about one creature of its choice listed inside. Imprint Message. While holding the menu, you can expend 1 charge as an action to imprint a psychic message of twenty-five words or less inside it. The first creature that opens the menu in the next minute hears the message in its mind, and recognizes you as the writer if it knows you. As an action, it can imprint a return message in kind within the menu that you hear in your mind as soon as you take hold of it again. Imprint Emotion. While holding the menu, you can expend 1 charge as an action to imprint a surge of a specific strong emotion inside it that you choose. The first creature that opens the menu in the next minute must make a DC 15 Wisdom saving throw. On a failed save, it is overwhelmed by the emotion for 1 minute, and acts accordingly. The effect can be ended early by the calm emotions spell or similar magic. \columnbreak
Pulsating with a concerning animus, this gorged mother culture of dough is contained within a magically reinforced glass jar. If you use an action to speak the command word and throw the jar to a point on the ground within 60 feet of you, the lid levers open and the sourdough starter emerges, expanding rapidly to fill a 10-foot cube originating from that point. Each creature that starts its turn in the cube or that enters it for the first time must make a DC 12 Strength saving throw. On a failed save, the creature is engulfed by the sourdough. The engulfed creature can't breathe, and is restrained. The sourdough can hold only as many creatures as could otherwise fit into its occupied space. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the sourdough. Alternatively, a creature within 5 feet of the sourdough can take an action to pull a creature or object out of the sourdough. Doing so requires a successful DC 12 Strength check. At the start of each of your following turns after the sourdough is released, it expands another 5 feet, until it fills a maximum space of a 30-foot cube. If the sourdough takes acid, fire, or necrotic damage, it stops expanding. While you are within 5 feet of it, you can coax the starter back into the jar with some water and flour as an action. If the starter remains outside of the jar for 1 hour, it loses its potency and begins to deflate, freeing any creatures or objects still engulfed within. \pagebreakNum
A perfectly matched pair of Tiny ceramic salt and pepper shakers in the shape of squat humanoids. The shakers never run out of their respective seasoning. By speaking the command word as an action, you can cause the shakers to animate. Each shaker becomes a tiny servant, as if you had cast the tiny servant* spell, for 24 hours, or until you use an action to speak the command word again. You can issue a simple, general command to the shakers, such as to fetch a bowl, patrol an area, or stir a pot. Alternatively, you can specify a location, which you must know of, for the shakers to travel to. If you give a specific description of a creature at the location, the shakers will seek it out. While moving, each shaker leaves a trail of salt or pepper, respectively, that can be followed by you, or by a creature that succeeds on a DC 13 Investigation check to locate it. Once given an order, the shakers continue to follow that order until the task is complete, at which point they will attempt to return to you. If it is beneficial to do so, the shakers will use the Help action, targeting one another. The shakers roll their own initiative in combat. If you issue no commands, the shakers do nothing other than defend themselves and one another against hostile creatures. If one of the shakers is forced more than 5 feet away from the other, it will move back towards its counterpart as fast as possible on each of its turns, taking the Dash action if necessary, until both shakers are once again within 5 feet of each other. If one of the shakers is lost or destroyed, the other will no longer listen to commands. If animated, it will spend each of its turns searching for a trace of its counterpart in a random direction until it finds a lead it can follow. #### Pot-Calling Kettle *Wondrous item, common*
By speaking the command word while holding this battered black kettle, you can summon a set of cook's utensils, an iron pot, and a jug or pitcher. The summoned objects appear on the ground in an unoccupied space within 5 feet of you. They are all jet black. The objects vanish after 1 hour. Once this property has been used, it cannot be used again until the next dawn. \columnbreak
This collection of vegetarian recipes is written in Goblin on a roughly bound sheaf of leaves. Disassembling and rearranging the leaves connects a series of scattered notes, diagrams, and fragments of revolutionary philosophy detailing a plan to overthrow a goblinoid boss. Over 1 hour, which can be part of a short or long rest, you can study the recipe book and use it to help you either make a rousing speech, or serve up a comradely meal. Make a DC 13 Charisma (Persuasion) or Wisdom (Survival) check, depending on whether you choose to make a speech (Charisma) or a meal (Wisdom). On a success, you are able to inspire up to six creatures that are within 30 feet of you at the end of the hour, including possibly yourself, with the burning spark of rebellion. A creature inspired in this way is immune to the frightened condition for 1 hour, and adds an additional 1d6 to its initiative rolls. Once this property has been used, it cannot be used again until the next dawn. #### Spice of Life *Wondrous item, legendary*
Varied and vibrant shades of saffron, dusk, and scarlet shimmer inside this stoppered glass vial. The heady scent of the spice is electrifying. No two vials are alike. When found, a vial contains 1d4 uses worth of spice. When spice is scattered over a creature, the target regains 10d6 + 20 hit points and gains 10d4 temporary hit points that last for 24 hours. A creature that regains hit points from the spice cannot do so again until it completes a long rest. A gourmet can use the spice to season a meal created using their Campfire Cook feature, adding an additional 10d4 to the calculation of that meal's value. #### Trick Crockery *Wondrous item, common (requires attunement)*
A set of one plate, one bowl, one broad spoon, and one cup, made of sturdy wood suitable for traveling, or for use as props on the stage. When any object in the set is empty, you can mime eating or drinking from it. To observers, it appears that you are consuming a food or drink of your choice. The illusion moves convincingly: steaming in the bowl or sloshing over the lip of the cup, for example. A creature that succeeds on a DC 10 Investigation check sees through the illusion. \pagebreakNum #### Typhoon-Leaf Tea *Wondrous item, rare or very rare*
Teabags containing this vaunted leaf are sold with the storm-tossed wave stamp upon the tag to signify the tempestuous forces waiting to brew within. Regular typhoon-leaf tea, a rare item, comes in a teabag that carries a copper colored tag. The refined variant, a very rare item, carries a silver tag. As an action, a creature can place the teabag inside a cup or similar sized vessel that is at least half filled with water to begin steeping it. A rising tempest of air and water magic is generated by the tea, with the spells cast dependent on how long it is left to steep, as shown in the table below. On each turn while it is steeping, the tea will cast each spell currently available to it again, refreshing the effects. All spells are cast at their lowest level, centered on the tea. A creature holding the tea takes no damage from the spells, and automatically passes any saving throw a spell cast by the tea requires. ##### Typhoon-Leaf Tea
You have a +1 bonus to AC while wearing this apron, which practically glows pristine white. The apron never gets dirty, and it magically mends itself to counteract daily wear and tear. If a piece of the apron is destroyed but the majority remains, it mends itself fully over 1d4 days. The field of the apron's dirt-repelling magic extends slightly from the material. While wearing the apron, you can use an action to instantaneously clean a Tiny object you are wearing or carrying. As a reaction, you can brace the repelling field when you are hit by a ranged attack or the *magic missile* spell to reduce the damage dealt to 0. The projectile is arrested in the air 1 foot away from you as the energy of the attack dissipates. A physical missile then drops to the ground. Once this property has been used, it cannot be used again until you complete a short or long rest. \columnbreak #### Undulating Table Runner *Wondrous item, uncommon*
The poor man's cousin to the famed carpets of flying, this tastefully decorated table runner measures 2 ft. x 6 ft. You can speak the runner's command word as an action to make it wriggle and concertina with disturbing agility. It gains a movement speed of 40 feet. It moves according to your spoken directions, provided that you are within 30 feet of it. The runner has a carrying capacity of 150lbs. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. #### Unseen Silver Service *Wondrous item, uncommon*
The highly burnished sheen of this silver cloche never fades. Underneath the dome are up to a dozen places' worth of plates, napkins, and silver cutlery fit for a formal dinner setting. You choose the number whenever you lift the dome. The cloche has 3 charges, and it regains 1d3 expended charges daily at dawn. As an action, you can lift the dome of the cloche and expend 1 charge to cast the unseen servant spell. A servant conjured by the cloche will immediately begin waiting on up to a dozen creatures within 60 feet chosen by you. It possesses a keen understanding of the etiquette of fine dining. It will serve dishes in a timely manner, clear plates away without interrupting conversation, and keep glasses topped up with drinks, working smoothly without direction from you, although it can also be commanded, as normal. Additional charges can be expended to conjure multiple servants. Each servant can wait on up to a dozen guests. Additional crockery is not provided. Servants conjured by the cloche remain until the meal concludes, or until you use an action to dismiss them. Before vanishing, they first gather and clean all crockery belonging to the cloche and place it back beneath the dome.
Imbued with a playful spirit, these simple tools have ascended an inch towards the legendary status they enjoyed when young children wielded them in make-believe. Several types of utensils of imagination exist, each representing a young heart's desire to take on the aspect of a certain adventuring archetype. The DM chooses the type of a given utensil or determines it randomly. If a utensil is a weapon, it deals bludgeoning damage, regardless of the weapon type. A utensil has 5 charges and it regains 1d4+1 expended charges daily at dawn. ##### Utensils of Imagination
Snow white grains from vampire‐fraught lands are stored in this heavy copper urn. Altogether, the urn weighs 15 pounds. As an action, a creature can scatter rice from the urn to cover a level, square area that is 10 feet on a side. The urn contains enough rice to do this up to 10 times. An undead creature that moves into the area or starts its turn there must make a DC 15 Wisdom saving throw. On a failure, it is gripped by arithmomania and begins obsessively counting the grains of rice. The creature takes d100 + 60 seconds to finish counting all the rice in the area. A counting creature cannot leave the area and has disadvantage on Dexterity saving throws and attack rolls. While the target is counting, other creatures have advantage on attack rolls against it. As an action, a counting creature can make a DC 15 Intelligence saving throw to complete the count. On a successful save, the effect ends. #### Vostock's Cubes *Wondrous item, uncommon*
Although the line was discontinued for... ethical reasons, these cubes of concentrated flavor are a boon to any cook's cupboard. They are typically found in pouches holding 1d6 cubes. When a cube is added to a meal created by a gourmet's Campfire Cook or Fodder Break features, it adds an additional 1d8 to the calculation of that meal's value. #### Warping Whisk *Wondrous item, uncommon*
The metal loops of this utensil are gossamer thin and arranged with spiraling sigils woven through them. One can feel a faint resistance to its movements in the air. As an action, you can stir the whisk into an unoccupied 5-foot cube of air or water adjacent to you. The area inside the cube becomes difficult terrain as it magically thickens. The air or water inside the area returns to normal after 1 minute. #### Wishful Hero's Shield *Armor (shield), common*
This plain pot lid, complete with handle, is imbued with simple, soulful magic from the servant's children who used it as a prop in their stories of heroes. While you are holding the shield, you can roll 1d4‐1 and add the number rolled to one ability check, attack roll, or saving throw you make. Once used, this property can’t be used again until the next dawn.
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The lowest form of understanding in a given Language is **rudimentary**. As a rudimentary speaker, you are not considered proficient with the Language for the purposes of making Intelligence (Language) checks, or determining your Passive Intelligence (Language) score. As your fluency increases in a Language, your modifiers increase, as shown in the Language Proficiency Levels table on the next page. A **fluent** speaker almost never needs to roll an Intelligence (Language) check, but a DM might still ask a fluent speaker for a roll if a text or utterance is in an archaic version or obscure dialect of the language in question. In such cases, a fluent speaker treats their language proficiency as **advanced**. ### Language Comprehension Whenever a character hears (or, as in the case of Sign, sees) a creature speaking a language it knows, attempts to read something written in a language it knows, or attempts to communicate its own ideas to another creature in a language it knows, the DM assigns a **Comprehension DC** based on factors such as how complex the content is, the accent of the speaker, the speed at which they are talking, and so on. If a character's Passive Intelligence (Language) score beats the DC, then the character can understand what is being heard or read, or adequately convey what it wishes to. If not, the character has to make an **Intelligence (Language) check**. When a character communicating their own ideas fails to meet the Comprehension DC with their passive score and must make an Intelligence (Language) check, this represents their difficulty conveying their thoughts in the given language. If a PC is conversing with a creature that is advanced or fluent in a given language, subtract the listening creature’s Intelligence modifier from the Comprehension DC. This represents the creature’s own ability to interpret the possibly imperfect communication of the speaking character. The Typical Comprehension Difficulty table shows how to gauge the DC of an Intelligence (Language) check. \columnbreak ##### Typical Comprehension Difficulty | Linguistic Elements | DC | |:---|:-----------:| | Employing and understanding single elementary words, used in isolation. | 5 | | Discussing simple topics in basic terms. Listening to slow, clear speech. Reading a children’s book. | 10 | | Conducting an everyday conversation with a partner speaking at a normal pace. Reading a book for adults. | 15 | | Engaging in academic discussion or sophisticated wordplay. Listening to a fast speaker. Reading poetry. | 20 | | Discussing complex topics requiring technical language. Parsing very strong accents. Reading a scientific or legal treatise. | 25 | | Interpreting an obscure dialect that diverges significantly from the standard. Reading an ancient tome written in archaic prose. | 30 | A success ensures that all parties understand what is being communicated. On a failure, the character that made the check is unable to understand or accurately convey the content of the communication. #### Optional Rule: Partial Comprehension If a player fails an Intelligence (Language) check by no more than 5, the DM may decide that the meaning of a text or utterance is partially communicated, but in a garbled form that diverges from what was intended. This can apply to the meaning a character perceives in the writing or speech of another, or to the meaning they themselves are attempting to convey ‐ or both! Below are some examples of specific linguistic errors a DM can employ when determining how to describe the outcome of an instance of Partial Comprehension: - Omitting or replacing a key word. - Changing the tense of a verb. - Altering the number or gender of a noun. - Swapping the subject and object of a sentence (“The guard robbed me” becomes “I robbed the guard”). These errors can be used individually or in combination, depending on the severity of a character's misinterpretation. ### Starting Languages A new character can begin with fluent proficiency in a maximum of two languages. Each subsequent language they acquire during character creation decreases in proficiency by one level, down to the minimum rudimentary level. When a character acquires a new language after character creation ‐ through a class feature, feat, or some other means ‐ they gain only a rudimentary proficiency in that language. For example, a 1st-level wood elf ranger with the Outlander background will begin play fluent in Common and Elvish. The Favored Enemy ranger feature grants them advanced proficiency in one language at this level, chosen as Draconic. They also gain competent proficiency in another language of their choice ‐ in this case, Sylvan ‐ through the Outlander background. After multiple adventures, they reach 6th level and gain another language through their Favored Enemy feature, gaining rudimentary proficiency in Giant. \pagebreakNum
A massive amount of artistic talent appears in this book. Featured artists are arranged below in order of appearance, along with links to more of their work where available.